What do you guys think about this design? Would it interest units to play FP?
It is not a replacement for the current system, but an additional layer, strictly for units. Event scenarios will continue as they are, utilizing unowned planets.
Place: the same Inner Sphere map, with addition of Periphery systems.
The year is 3051 or 3052, somewhere between early Clan Invasion and the Battle of Tukayyid. To give Clans some foothold.
Factions: same old, plus ComStar as additional IS faction. (because ComStar have its fans too, and it will even out IS and Clan faction count: 7 vs 7)
_____
TL;DR
Units can claim a homeworld, and they can upgrade it with fortifications and other features.
Units can possess JumpShips, and through JumpShips they can travel to other planets to attack them.
Units can assign a DropShip squadron to a JumpShip or a planet, to provide benefits in combat.
Captured planets can be upgraded, though to a lesser extent than the homeworld.
Matches will be launched on Friday and Sunday or something (similar to Comp Q, for easier organization). Or someting else, help me here with ideas.
Match is played in the defender's timezone (? dunno). If multiple attacker units are present, they must fight each other for the right to attack the planet. (Same goes for a homeworld claim if there are multiple bidders).
For possession of planets units receive various rewards.
_____
Units.
Can be of two types - Loyalist unit or Mercenary unit. (differences later).
Unit consists of up to 100 players (this is the current limit, yes?). This number can be increased by buying JumpShips.
Recruitment fee remains, to deter unit hopping.
Loyalist units can bid for homeworld within the borders of their faction, and attack planets of any other faction, except Periphery systems.
Loyalist units have a status, according to their K/D ratio (or W/L if you like) - Militia, Regulars, Guards.
Loyalist units can issue a call for reinforcements to units of the same faction.
Loyalist units can create mercenary contracts.
Mercenary units can bid for a homeworld in the Periphery, attack any planet in the Periphery, and accept any mercenary contract outside the Periphery.
Mercenary units are accounted by MRBC (Mercenary Review and Bonding Commission), being assigned a rating from one to five stars, according to their general W/L ratio in FP.
Mercenary units can accept mercenary contracts (about this later).
Unit starts with a singular JumpShip orbiting their capital world (mercs can choose between Outreach, Galatea, Solaris 7, Arc-Royal, Northwind). Capital worlds cannot be attacked by any party.
JumpShips.
Invader class, the most common type. Can carry 3 dropships, exactly what we need. Used both by IS factions and Clans.
JumpShips can not be lost, sold or destroyed (except on unit disbanding). On creation unit have one JumpShip.
Unit can purchase additional JumpShips, the number is finite (3-4 total, i suppose). Each JumpShip provides additional 50 members to unit's limit.
JumpShips can perform a jump to a planet, within a limited distance. Let's say X number of systems on the shortest route. Then jump drive starts recharging for some time (day/s?).
Unit can decide to attack a planet their JumpShip is orbiting (unless planet is held by a loyalist unit of the same faction). Or to wait for another jump. Multiple attacks are possible, if unit have multiple jumpships in appropriate positions.
Loyalist units have no information about any JumpShips present in orbits outside of their faction territory, or the systems orbited by unit's JumpShips.
Mercenaries have no information about any JumpShips outside of planets owned by the unit, and outside of 1 jump radius from any JumpShip owned by the unit.
DropShips.
Good old Leopard, since it is the only flyable dropship model the game has.
3 dropships are a single entity, let's call it a squadron.
Any unit in any situation always have a use of the default unupgraded Leopard squadron.
DropShip squadron is a physicalized entity, and specific squadrons can be assigned to a specific JumpShip or a planet in unit's possession.
DS squadrons account their individual location, and cannot be swapped to another location, except between JumpShip and a planet it is orbiting, or between two of unit's JumpShips orbiting the same planet. Exception - default squadron that can be used anywhere, regardless of place or other equipped squadrons.
New DropShip squadrons can be bought :
Loyalists - on their own faction territory for a normal price, or at their faction capital world for a discount, or at unit's homeworld, if required structures were built.
Mercs - everywhere for a normal price, at merc hubs for a discount, or at their homeworld, if required structures were built.
Various squadrons differ from each other by their weapon loadouts they bring into the battle.
For example:
default Leopard (2 PPC, 3 LRM20, 7 med lasers, 5 large lasers)
and apocryphal variants:
Leopard LS (lostech) - upgraded with ER equipment and Artemis;
Leopard G (gunboat) - focuses on PPC and AC/5 weaponry
Leoprad M (missile) - focus on LRMs
Leopard P (proximity) - focus on medium lasers and SSRMs, etc.
There can be clan variant, called Broadsword. But it is seriously overpowered (2 cERLL, 2 cERPPC, 8 cMPL, 2 cSPL (!), cAMS, 5 cALRM20, 2 cSSRM6), and needs tuning down.
Details are not important right now, and can be fleshed out later.
Planets.
Every unit can claim a homeworld. Merc Units can do so only in the Periphery, Loyalist units can do so only outside the Periphery, and except planets already claimed by units of the same faction (maybe with exchanges).
Basically, at the start, there will be zero claimed planets. Units will guide their jump ships to their targets, and will attempt to claim a homeworld. If there's no competition, claim is successful. If the're multiple bidders, they are randomly pitted against each other in a classic championship system, resulting in a final battle between semi-finalists.
All planets are ranked in three tiers, from unit perspective. Tier 1 - homeworld, tier 2 - all planets within a radius of one jump, tier 3 - all planets in a circle between 1 and 2 jumps.
Planetary tier determines the maximum upgrade level of the planet.
Tiers are relative - tier 3 planet for a one unit can be tier 2 or even a homeworld for another unit.
Tiers also influence rewards that unit receives by possessing planets. Rewards include MC, and LP for loyalists.
Planetary upgrades consist from fortifications (turret types), and other structures of various purposes. For example a spaceport, allowing use of non-default DropShip squadron. Or various factories, providing DropShip discounts, etc.
Turrets can be of different tiers (light, medium, heavy) and various loadouts.
For example default Light Laser Turret (2 ML), or Heavy Shredder Turret (4 SSRM6 + 2 Flamers), or Medium Lance Turret (2 AC/2), etc.
Chosen turrets will be present on the battlefield.
When losing a planet, all its structures are reset to a default.
Matchmaking.
There are two types of games - battle for a planet, or competition for a right to attack a planet, if there are multiple attackers for the same planet.
Battle for a planet is a single game on a random Siege map.
Competitions can be a single game (if only two competitors) or a championship ladder (if multiple competitors). Game mode - Conquest (or whatever) on a random QP map.
After Competition is complete, battle for a planet begins. Unless there were too many competitors, then defense battle is pushed into the next phase.
To qualify for a battle, unit must provide a group of 8-12 players. Failure to provide at least 8 players will result in auto defeat with severe penalties (counting as double or triple defeat, or whatever, thwarting unit's rating).
How to make it work for different time zones, can be fleshed out later, with your help guys.
Call for reinforcements.
Loyalist units can issue call for reinforcements, instead of fighting the battle themselves. Caller can set a filter for a unit rank - Militia+, Regulars+, Guards only. For example Militia units can't answer Regulars+ or Guards only calls. There can be additional filters, banning specific units from answering the call (to minimize repeated griefing).
Calls can be answered by any qualifying unit with owned possessions (planets or jumpships) within 1 jump radius from the target. The first party to accept the call gets the task.
Calls can be issued both for attack and defense. On victory, trophies go to the party that issued the call (if call for defense was successfull, owner keeps his stuff, if call for attack was successful, caller gets a planet).
There can be a C-bill reward attached, but it kinda defeats the spirit of faction cooperation.
Mercenary Contracts
Can be issued by any non-mercenary unit, to hire mercs instead of fighting themselves. Filters can be set to require a unit of certain MRBC rating or higher, and filters to ban specific units.
Contracts can be taken by any mercenary unit with a possession (planet or JumpShip) within 1 (or maybe 2) jump radius from the target.
Who takes contract first - gets the job.
This does not prevent different parties issuing contracts to attack the same target. So if mercs accept to attack, they may have to fight a competition with other mercs on a similar contract, or a loyalist unit that drops personally.
A C-bill reward must be attached to the contract, with minimum and maximum limits, dependent on rank filters.
On victory, trophies go to the party that created the contract.
A loyalist unit can make only one action at a time for the target - fight personally, call allies, or create a contract.
Merc units can only accept contracts, or fight free-for-all in the Periphery.
____________
So what do you think? I know it is rough, but this is only a sketch to discuss.
Edited by Sigmar Sich, 01 September 2019 - 02:05 PM.