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Just Rip-Off Planetside Faction Play System

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#1 kapusta11

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Posted 24 May 2019 - 04:29 AM

The result of hundreds of man hours put into gameplay design is free for the taking. Why invent the wheel?

#2 Nightbird

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Posted 24 May 2019 - 08:24 AM

good luck with your future business endeavors

#3 kapusta11

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Posted 24 May 2019 - 10:23 AM

View PostNightbird, on 24 May 2019 - 08:24 AM, said:

good luck with your future business endeavors


What's wrong with learing from a successful unit based base capture MMO FPS game with respawns, pretty much exactly what PGI is trying to make? Look at other games. LoL is a successful DotA rip-off. Fortnite is a successful rip-off of an arma 2 mod.

Or are you a fan of current (and past) talentless implementation of FP?

Edited by kapusta11, 24 May 2019 - 10:23 AM.


#4 Spheroid

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Posted 25 May 2019 - 10:08 AM

In what way does Planetside resemble MWO? The territory capture element of Planetside was originally based around only three factions that shared a shifting border.

A proper Battletech setting would have over a dozen factions each with their own planetary battles. You can't just copy Planetside, it wouldn't wok. Additionally thousands of people are concurrently online in Planetside. In MWO faction population is measured in the dozens. Its not remotely comparable.

Radical and well though solutions to our specific problems are needed. MWO does not have the population for more than one bucket of simultaneous combat. Any proposed solution needs to acknowledge this. My suggestion is continuously alternating battles formed by the people waiting in queue at any given moment.

If a partial faction group is formed the remaining members of the twelve would be from techbase or ideologically compatible allies who would serve as auxiliaries in that fight. If you allow same techbase battles you also instantly eliminate the current problem of unequal numbers of I.S. vs Clan. If twice the number of FRR are queuing than Wolf then perhaps the excess can split off into another relevant battle on the Kurita or Steiner front. The defenders would be composed an ad hoc arrangement of those factions that were not the largest in the pool of surplus players left over from that first populated Clan vs. I.S. battle.

This system would be vastly better than scheduled fights which are now in effect. Instead waiting days or weeks for a faction battle specific to a particular power you are highly likely to get a relevant battle at least once in an evening.

I strongly recommend going to something like this as long as planetary capture timers and progress bars do not reset every eight hours. If those time constraints are not addressed you will just create two large mega factions as was done in FP phase two.

Your original post is thin on context and detail. What elements of Planetside are we supposed to be emulating?

Edited by Spheroid, 25 May 2019 - 10:16 AM.


#5 kapusta11

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Posted 26 May 2019 - 08:56 AM

View PostSpheroid, on 25 May 2019 - 10:08 AM, said:

What elements of Planetside are we supposed to be emulating?


The way base captures and respawns are handled.

Make respawns infinite. 3 minutes after you've dropped you start gaining 5 tons every 15 seconds for your next drop. 4 minutes for a 20 ton light, 8 for 100 ton assault. You can chose deployment zone from multiple ones to avoid spawn camping. Capturing/destroying objectives unlocks spawns that are closer to the main objective. You can go wild here and add Union dropships landing within enemy base for cool visuals and acting as new spawn locations. Losing main objective stops the defenting team from respawning within the base.

Each planet is assigned one big map (like polar) with a giant base with layered defences in the middle protected by plasma/EMP fields that either add heat or shutdown your mech when you cross them. Disable fields dy dropping in a jump capable mechs first, infiltrating the base and destroying generators that power defences. Generators can be repaired (capture mechanic - just stand in the zone long enough) so that defending team can recover and push back.

Contested maps/games are always open. No players playing on eitehr side - you deploy and flip the base alone, no waiting in menus trying to find a game. Join and leave games at will. Add indicators showing how many players are playing each map so that people can go where the fight is happening.

Add a unit browser so that you can find and join a unit easier. Social interaction is a content in of itself but is the one that MWO is missing by not encouraging players to organize and fight together enough and instead catering to solo players.

Add indicators showing how many players IS and Clans have. Since IS houses can fight together against clans, same for the opposite side, MWO has essentially only two factions, not a dozen.

FP should not be build around low population. Low population is the result of FP being what it is - a giant waste of time. Time that could otherwise be spent on other and better games/activities.

Edited by kapusta11, 26 May 2019 - 10:30 AM.






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