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Faction Play Improvement Suggestion

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#1 Kareekoe

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Posted 17 May 2024 - 10:36 AM

Think hard locking Faction Play to 12v12 is a bit much given how long it very commonly takes to get 24 total players out of the ~400 or so active players to queue for it.

It would likely be better if Faction Play started at 4v4+ with every team count in between, 5v5, 6v6, 7v7, 8v8, and so on, going up to 12v12 instead of requiring 12v12 to start a match.

Like sure, it wouldn't be as intense and wild as a 12v12 consistently is, but like.. at least we'd be able to actually play Faction Play more, and that's way better than sitting there for like 30 minutes to 1 hour or more for just one 12v12 game.

#2 KursedVixen

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Posted 17 May 2024 - 10:48 AM

problem is the maps are designed with that many players in mind at least i'd think so and the drop decks would likely have to be increased or be able to use more than one drop deck

#3 Kareekoe

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Posted 17 May 2024 - 02:27 PM

View PostKursedVixen, on 17 May 2024 - 10:48 AM, said:

problem is the maps are designed with that many players in mind at least i'd think so and the drop decks would likely have to be increased or be able to use more than one drop deck

That's a fine addition to the idea, just about literally anything to make faction play more readily playable without the massive wait times would be a straight up improvement overall at this point.

Edited by Kareekoe, 17 May 2024 - 02:27 PM.


#4 tee5

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Posted 21 May 2024 - 08:04 AM

hahahahaha, PGI can't change the dropdeck tonnage limit for Clans for like 2,5 years and you guys think they would be able to accomplish such difficult tasks, as making 4vs4 .......... 8vs8 ......... 11 vs 11 possible.

#5 VeeOt Dragon

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Posted 16 June 2024 - 05:05 PM

there used to be a 4v4 mode called Scouting in Faction Play but they removed it. that was how you got those little bonuses in regular FP. they removed it some time ago though

as for Clans, its fitting hat they have a lighter Dropedeck max seeing as they tend to bid away units every time they go into a conflict zone (if you are wanting to be a Clanner you have to accept all the cultural baggage that comes with it)

Edited by VeeOt Dragon, 16 June 2024 - 05:06 PM.


#6 tee5

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Posted 17 June 2024 - 12:31 PM

View PostVeeOt Dragon, on 16 June 2024 - 05:05 PM, said:


as for Clans, its fitting hat they have a lighter Dropedeck max seeing as they tend to bid away units every time they go into a conflict zone (if you are wanting to be a Clanner you have to accept all the cultural baggage that comes with it)


you do realize that we are playing an online person vs person shooter, and are not larping a roleplaying game?

It should be fair because all the player are only human. One side is not genetical engineered super warriors with super op weapons etc.. Alias Clan. When Clans came out fresh in this game, they were flat out pay to win. But since then they nerfed Clans like 20 times.

#7 Heat Skink

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Posted 17 June 2024 - 03:06 PM

View Posttee5, on 17 June 2024 - 12:31 PM, said:

you do realize that we are playing an online person vs person shooter, and are not larping a roleplaying game?

It should be fair because all the player are only human. One side is not genetical engineered super warriors with super op weapons etc.. Alias Clan. When Clans came out fresh in this game, they were flat out pay to win. But since then they nerfed Clans like 20 times.
small misconception, althogh trueborn clanners are gentically altered the birth of such being is generally left up to nature aside from correcting defective genes gentics are mostly left up to nature aside from the Gene parents whose genes are selected for the warrior. There are also freebirth warriors with enough skill to get into the warrior caste though this is highly dependant on the clan.

For example Clan Wolf-in-exile's Khan was the freebirth Phelan Kell..

Edited by Heat Skink, 17 June 2024 - 03:07 PM.


#8 VeeOt Dragon

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Posted 19 June 2024 - 04:26 PM

also given just a game balance Clan mechs tend to be better than IS in general so have a slightly lower max tonnage for the dropdeck makes sense to help keep the matches balanced. hell if MWO was using mech stats closer to the Lore Clanner mechs would be far more powerful than they are,

(also in any game with factions, even one like MWO that doesn't have any story or lore of its own outside that of the franchise it is based on you should still consider the the story of said factions. hell i always wished that PGI would have put a little Lore in the game. even something as simple as a little Lore Blurb for each Chassis in the store (with perhaps a little extra for the Hero mechs). just a little drop down you could pull up if you were interested. just a paragraph or two nothing special.)





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