I've been ducking in and out from mwo for a long time now. Honestly, RTS and 4x strategy games are more my thing, but mwo is where I go when I need a FPS fix. I've almost always been solo, and I usually step away from the game when the Quick Play destruction derbys get tiresome. I want to play in games that have some impact beyond the single match, but Faction Play isn't doing it for me. From reading other forum posts, this is my understanding of the most frustrating part of FP for others:
- FP is mostly only fun for premade groups of players. In addition, the "journeyman" groups of players that assemble still get trounced by the elites.
- FP isn't really doable as a solo or small group player, unless players want to wait in a really long queue.
- Spawn camping is a viable, dominant mechanic
- Maybe most importantly, the collection of players interested in FP is too small- changing anything that would exclude new FP players or anger existing ones would basically kill FP.
The last point seems particularly troublesome to me, because it suggests that mwo (on the whole) needs more players before anything can change in FP. With that in mind, I'd like to propose a (mostly) new format for FP. I'm interested to hear your opinion: I don't pretend to play mwo enough to have my finger on the "pulse" of the community, I didn't think much about lore, and I don't know diddly about the limitations on the PGI/programming side of how this would work.
A number of games have found some success by increasing the size of their multiplayer battles- Foxhole and War Thunder boast about pitting hundreds or thousands of players against each other. Wintergrasp, an old world pvp location in World of Warcraft, had a rolling queue for its hourly battle. If 60 people queued for the Alliance when the battle began, the first 40 got in. When someone left, the next person in line teleported in. What if the FP matches worked more like this?
For simplicity for now, let's consider just a straight-up skirmish game mode. 12-16 players per side begin the match, dropping on opposite ends of the map. Players still use drop decks, so they get 4 "lives." When players run out of mechs, they're removed from the match. When a team has 4 empty spaces, 4 players from the queue are dropped in. The removed players can either get back in line to join the battle or do whatever. The match continues for an hour or so, and at the end, the faction with the most total kills "wins" that instance.
- What about spawn camping? Is it possible to have a number of landing zones around the map? The dropship could calculate the "smartest" place to land, and if the maps don't have a Red Base/Blue Base layout, any safe LZ could make sense.
- What about elite deathballs? Maybe some kind of escalating debuff or something for players that have been around a while. I'm thinking of capture-the-flag modes in other games, where the flag carrier moves progressively slower and becomes more squishy.
- What happens when the illustrious Clan Ghost Bear is winning by 1,000 kills? An escalating buff for the players on the losing side. I'm imagining little drones like the third-person camera, except they shoot at whatever the player is shooting. More drones as the score difference between teams gets greater.
I really like the idea of jumping into an ongoing match like this, because it feels more meaningful to me than doing the 10-minute smashy-smash of QP. Practically speaking, I think this structure would benefit PGI, as they can court the growing collection of mmo players who want to be involved in "wars" rather than single battles. Like I said, I have no idea what's interesting to the existing FP community, or what's possible from the technical/programming side of things.
Holy crap, the formatting on this turned out terribly. Sorry yall