Brace for Long Post
I wanted to collect my thoughts before posting in this thread to offer a few ideas
First a little background
I have played tabletop since Battledroids, played City tech, Aerotech, did the one on X box, played Crecent hawks inception, Netdemo, MW2, MW3, and MW4.
I have played MWO from the beginning until the present. (founder. No breaks.)
I frequent QP, Solaris, FP(CW), and have played a several seasons of Comp.
I have played solo and have been in a few organized groups.
From that background I have seen the ups and downs of MWO through the years.
With this license extension, PGI has asked for a few suggestions.
The majority of the ideas I’ve brainstormed impact the vets with a focus on Faction Play and to a lesser extent Comp and QP. I leave solaris out of this discussion because it just never really did it for me. Too many leg hugging piranhas.
Let’s start with what is required to make these new changes happen and what is needed to keep the process moving.
Money.
To start, I think QP and Solaris should remain free to play. It is the only way to attract new players. Beyond that, I’ll be frank. Aside from the starter mechpack that people have mentioned in this thread, which I fully support and think is a great idea for the new guys and QP, I believe the traditional method of selling mechpacks won’t be sufficient to solidify real work/change in the product that is meaningful and will have a satisfying impact.
For those of us that love the battletech/MWO universe, have jobs, and really want to see this work, I think a monthly subscription is needed to bring some stability to this undertaking. Before you throw your hands up in the air and scroll down….think.
I would pay 10-15 bucks a month for someone to work on this game………. IF, and only IF they were working on this game and not funneling the money into other side projects. (Cough MW5)
This subscription would be tied more to the ability of a player to participate in the current “active conflict” in faction warfare with ongoing admin moderation.
The Starmap would have a box on it surrounding several star systems/planets which would be designated as the active conflict.
These star systems/planets will be those in contention for the upcoming month.
For example the box would surround several systems/planets on the Davion Kurita Border.
Players must designate who they are going to fight for in the upcoming conflict. (automation already in place)
Davion or Kurita. Players can fight as:
Loyalists for a side
Or Mercs for a side
Loyalty points will be tracked for the conflict (new) and applied to advancement in that houses rank (already in place)
Loyalists will retain their LP bonus.
Loyalty points for that conflict will fill a ‘conflict progress bar’ and apply to conflict rewards (see D.) If the player switches sides during the conflict, the progress bar will empty and need to be refilled for the rewards.
The Merc conflict progress bar will take more points to fill to receive rewards from the conflict.
- MECHS ALLOWED IN ACTIVE CONFLICT
Mechs allowed in the active conflict by loyalists will conform to those of the house they are fighting for
Reference :
https://www.sarna.net/
ie
Kurita- Dragons, Catapaults, Crabs, Hatamoto chi etc…
Davion- Rifleman, dervish, kintaro, nightstar etc…..
Mechs allowed in the active conflict by mercs fighting for a house will be from a preselected list from the admins who will take into account the mechs fielded by the loyalists and assign a list which is comparable in utility/effectiveness.
Mechs allowed can be set in the dropdeck selection screen the same way mechs are slotted for the solaris divisions (already in place)
Once a list is approved and set up it can be saved for immediate future conflicts with underlying code on a command screen for the admins scheduling the conflict.
Appropriate trial mechs or preset trial dropdecks can be set for those who have not yet filled their stables.
In the past the status of a planets control was determined by a slider or progression circle divided into segments.
A better approach may be to set a tonnage value which would be assigned by the admins for the attacking house and the defending house when fighting over a planet.
Planets or areas of interest on the planet may be depicted as some sort of planetary or continental map which is divided into zones with targets of interest in each of the zones.
Victory conditions for the attacker and defender should be stated before the conflict begins.
For a simple example Kurita invades a system and brings 350,000 tons. The planet in question has 4 zones of interest.
Zone:
- Beachhead (landing zone) (Skirmish or domination)
- Contains a Mine and refinery (Search and destroy: Modified incursion or Assault)
- Contains a salvage yard (Modified Incursion assault or conquest)
- Contains a weapons manufacturing plant and an orbital cannon (Siege)
Max tonnage allotted for the invasion will be divided among the objectives. Once the tonnage for a zone is used up, the attack will proceed to the next zone and the process repeated until all zones have been played out. The results will be compared to the victory conditions for each side and one side will be declared victorious
NOTES ON CONFLICT
Scouting Phase to obtain Jammer and planetary satellites
Will address in another post, but bringing this back for a single phase wouldn’t be a horrible Idea. In my opinion it needs a revision such as reduced max tonnage(say 45) and a rework of the mode. I hadn’t thought about this one much. Maybe make it 4 v 4 conquest with big maps. May address in a later post.
Conflict zones
May need to add some new destructible buildings and maps to spice up the conflict (more on maps later)
Modified Incursion: Remove attacking factions base from the map. Increase health of defending bases buildings, increase number and diversify defense installation weaponry. Make 3 levels of base difficulty. (light armor weapons.. med.. heavy etc) Level of base toughness depends on the planet value.
Zones in conflict early in the invasion could have reduced dropdeck tonnages such as 210 for IS. Later zones would revert to the standard current values.
In addition to the normal LP rewards progression already in the game, I propose a Specialty reward mech be created for each of the houses in the conflict each month. In this example one for Kurita and one for Davion. The Loyalty points earned in that particular conflict will apply to a ‘conflict progress bar’ that when filled will unlock one of the mechs for the player. The player may choose either house mech as their pick to cut down on side swapping. The player may not obtain both specialty mechs in the span of one conflict. The number of loyalty points needed to fill the conflict bar and obtain the specialty mech should be difficult but not impossible. If the player is unable to earn sufficient loyalty points to obtain the mech before the end of the conflict, they may purchase the mech in the STORE for MC or say $5.00. (monetization) The player may also buy the second specialty mech in the STORE after the conflict for the same price. (more monetization)
SPECIALTY MECHS
Specialty mechs should be a mech characteristic to the house in the conflict with a unique addition setting it apart from all other variants in that class (new mechs for the vets)
The specialty mech chosen should focus on increasing that mechs utility, revive it as a viable chassis, and branch the mech into the realm of FP and Comp making it an attractive addition.
For example, the specialty mech for Kurita could be a dragon with an additional Ballistic hardpoint in the left arm or torso and one or two jump jets. This would breathe life back into the chassis which has been pushed to the wayside because of powercreep and the outdated and overmatched design/hardpoints when compared to the mechs which came after it.
ADDITIONAL REWARDS FOR TAKING A PLANET
If a planet is ‘taken’ or defended by a faction, then players taking place in the conflict should receive some kind of perk depending on the planet and its resources/infrastructure.
Examples would be
Loyalist perks
10% reduction in prices of components such as
engine purchases
Weapon purchases
MC costs
A bulk MC reward to the pilots group or as an individual reward.
C bills
Merc rewards should be a lesser version of the loyalist reward.
PLAYER CONFLICT HISTORY PAGE
Many games I have played, and several groups I have been in have a page for each player which lists their accomplishments and/or campaigns the player has participated in.
All I have to do is say “Remember Wazan” To evoke feelings of that system which was fought over tooth and nail in the early days of MWO.
This can be an additional tab on the top of the screen which when clicked opens a circle divided into the house symbols. When a house symbol is clicked, it will open a page showing the players campaign ribbons earned from conflicts. Mousing over each ribbion will give a date and a small detail about the conflict. Making these pages accessible to be viewed by others, through the main interface would be a nice touch. This page will be accessible but become inactive if the player cancels their monthly subscription.
Yes Maps.
More Maps
New Map designs should be created to cut down Nascar
For example:
Open center of the map with trenches and surrounding hills.
Center of the map containing a huge multilevel warren of tunnels which require nightvision
Large radial chasms
Increase the z axis of maps making highs higher and lows lower. Ditches, Plateaus, Deep water.
Make the maps BIGGER.
It was suggested in the past to let the community get their hands on the map maker. I think this would increase the diversity of the maps brought to the table. This would cut down a lot on production costs. I’m not sure of the legal nuances of this arrangement though. Maybe let the player name the map (within reason) or immortalize their name somewhere on the loading screen.
I would Pay for a map pack.
Other things which I think would help the game without getting into too much detail would include:
Have the map picked first in QP and then get to decide your mech.
More as I think of it