Review / Update Game Modes -
Assault - I love my Skirmish (see below), but this should be the default game mode. The reason Assault has not worked is due to the map sizes - MWO has the largest maps by far compared to competing game. World of Tanks allows you to damage enemy from one map edge to the other, whereas there are MWO maps where max weapon range is less than 10% of the map. Since the maps were so large fast 'Mechs could sneak around the main battle and back-cap.
I advise something that Steel Ocean (a World of Warships clone) did - cap time depends on the number of enemy still alive. 12 still alive? Cap time is over 5 minutes. Only one left? Cap time is 1 minute or less. You could also give cap points sensors so LRMs can lock on cappers.
In other games when someone on the cap is shot they lose all the cap tickets. I like how MWO does it, so don't change that. But I must admit, there is something exciting about someone doing a last-second 99% cap reset in World of Tanks (or others) that you don't get with MWO...
Conquest - This has become the default mode because it becomes it has a ticket counter. One team can't just hide. However, on most maps each team owns one or two caps, so this becomes a battle over the middle cap, thus becoming Domination.
I'd like to see the caps have a max ticket each. Armored Warfare has a mode called "Global Operations", where they have cap points that deactivate after a set time, with new caps now activating. This makes the battle move around the combat area.
Domination - I like Domination, but it gets a bit "samey". Maybe have multiple places the cap could be on each map?
Incursion - I appreciate PGI trying to give lights a unique mission since the game does not have vision control, but the batteries just aren't worth it. I'd rather see the FP Invasion maps without gates or turret controls, no respawn.
Skirmish - This is the standard, two teams in a movement to contact. Nothing in the way, just kill the bad guys. However, when one team is down to a fast light and the others are slow heavies/assaults this mode is painful. Yes, I sign up to play a match up to 15 minutes long, but spending 10 minutes waiting for the light to get dumb is a bit painful.
No other game has a skirmish mode. For good reason. If assault can be fixed, skirmish should be removed.
Escort - I like the idea of a moving objective. The problem with this mode was the Atlas never told the team where it was going. If it used the command wheel to indicate its next check point, it would be more viable. PS: give the Atlas laser AMS, maybe two.
PVE - I'd love to see some kind of PVE mode, but I understand if CryEngine makes that too hard. The joy of a PVE mode in a free-to-play title is it allows players to gain skill tree nodes without being so outclassed by playing against mastered 'Mechs. However, there is a problem. For example - Armored Warfare's PVE mode is so good people don't play the PVP modes. An MWO PVE mode would need to start giving less rewards after 30 skill points (assuming 91 for mastery) and completely stop giving rewards after a 'Mech gets 60. Exception - a player grouped with other players in 'Mechs with low skill tree nodes. Let the 'Mech Senpai guide their rookies.
Solution for Faction Play / Solaris - I advise not even thinking about these until after everything else is done.
General Match Maker Improvements - In addition to player tier and 'Mech class, if would be great to also include 'Mech Battle Value into MM. That way if someone shows up with an Assault armed only with TAGs and flamers they won't be matched against an well-configured Assault on the other team.
See below re: quick play groups.
8v8 vs 12v12 - This should be dynamic. If there aren't many people playing, shift of 8v8. I wouldn't mind seeing 6v6 (small maps only) or 10v10, but I don't know how built-in the concept of lances are in MWO.
Solo / Group Queues - No other game has separate solo vs group queues. World of Tanks PUG is 15 v 15 - they only allow a single pre-made group of up to 3 players (20% of team). Other games have similar rules. The current problem with merged queue in MWO is that MM allows too many groups. The rule for Quick Play should be:
- Only one group per match on each team
- No more than three in a group
- Max 200t (or even less) for 3-player group
If you want larger groups, play FP. I hate that answer, as I love dropping 12-man with my company/unit. But that is just not fair in QP, and no competing game allows it.
Examine Match Scoring (AMS) - Match Score should reflect a player's actions, not automatic equipment. In addition, structure damage should be worth more than armor damage. That way players that scan targets and aim at weak locations are rewarded more than LRM spam.
Remove 2 Minute Requirement for Reconnection - I don't know what this means. I would like to see the 80-seconds match start timer reduced.
Private Lobby Updates (More Options, Maps, Host Assignment, More Spectators) - I would assign this to MWOComp, since comp is the major user of private lobbies. Items include:
- Button to switch team sides
- More than two teams (if servers can handle that), even battle royale
- Conquest - options to set which caps are active
Dailies/Weeklies - Sure, but since I already own all the 'Mechs, these don't do much for me. What I'd like to see is some kind of "Earn a Free 'Mech" events. For example, World of Tanks have linked campaigns that if you do over a dozens missions in each vehicle class you earn a unique, can't-get-any-other-way tank. MWO could do something similar.
While I appreciate PGI giving free "loyalty" 'Mechs for those who buy packs, thus funding the game, for a free-to-play title you should also reward those who play a lot, thus populating the queues. You could build a linked mission "event" requiring players to use all classes and tech bases, perhaps even involving QP, FP and Solaris. Then give them something that can never be sold, a unique 'Mech (Mackie?), camo pattern, war horn or bolt on. Something that says "I worked hard and didn't need to spend a dime."