What was quite exciting about it was how we could build up intel for our faction to unlock features in a completely separate mission. Those being:
- Team Identification
- Radar Sweep
- Long Tom
From my perspective there was also an issue with how the rewards were applied to the entire Faction and should have applied at a more personal or preferably, the group level. (Given FP is about groups and teamwork etc)
So what is scouting about
Scouting is about collecting the intel to gain an advantage in another battle.
Currently it is an asymmetrical mission with one team tasked with collecting the intel, the other with defending it. What this then devolves down to is a light/medium skirmish with the after thought being collecting the intel.
Works to some degree.
How would it impact the mission and play out if it was symmetrical?
That is, both teams are tasked with collecting the intel, the first team to get 11 points summons their dropship for pickup and should they survive they get to keep the intel.
It's probably not going to change the fact that the majority of players will simply go at each other like cats in a bag and go for the intel 2nd.
However, what if eliminating the enemy team without collecting the 11 intel simply ended the mission and you only got what you had collected at that point or perhaps even nothing at all as the 11 point intel objective was not met?
Can still play the mission as information denial to prevent the opposition from getting it, but would having the benefit of the intel applied to your group add that little extra weight to the objective?
The benefits of Intel
Winning a battle benefits the Faction, however it gets done. But having that intel to get the advantage in the battle is something that benefits the players and should be an incentive for the players to scout.
I want to scout and get the intel because in the next mission I want to unlock a benefit to get an advantage.
For players that love scouting, perhaps they would like to use that advantage in their next scouting mission.
For players that love Siege, perhaps they would like to scout so they can take that intel into their siege mission.
The story line approach we have at the moment tries to accomplish this with the stages of the campaign, but this approach means it is not just applied at the faction level and therefore dictated to everyone in the faction but at a story level which dictates it to anyone who cares to play FP.
Ultimately, we could benefit from the mode being a bit more open and left to player choice or have it so that the stages of the campaign apply at the group level so that individually we might need to progress from one mission to the next.
However the benefits of success in each of those missions is something that could apply to our individual group.
To talk about Long Tom briefly.
Any feature in the game that takes the combat and killing of other mechs away from the players needs to be avoided.
Long Tom should have just been a little cinematic feature at the start of the mission.
On Siege for an attacking force, it could have destroyed one or more gates or turrets.
For defenders it could have destroyed an incoming dropship causing that dropship to be delayed giving defenders more time to setup.
No mechs were destroyed in the creation of this advantage, players still have to fight it out.
This is where having the benefits of the intel would be nice at a group level and something we could accumulate then unlock when we wanted to for our group. It might benefit the team overall, but it is also a personal reward and could be a feature to be expanded on.