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Lone Wolf - The Best of Both Worlds for Casual Players?


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#1 Maximilian Thorn

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Posted 29 January 2012 - 03:23 PM

After reading/reviewing some of the recent threads, one may get a sense of trepidation about how Lone Wolf players will fit into the game, along side Faction players and Merc Corp players.

From some of the posts, it appears some Lone Wolf players may see themselves as kin to certain BT characters.

http://www.sarna.net...i/Bounty_Hunter

Regarding the Lone Wolf player option, the Devs' Community Q&A 2 – Community Warfare had some pertinent information.

http://mwomercs.com/...munity-warfare/

"...Will faction affiliated players be able to play with lone wolves in the "random matches" at will? –That Guy
[PAUL] Yes. The faction players will have their ranks filled with lone wolves in the event that not enough players can be found for a given match.
How will it still be desireable for someone, to play as a Lone Wolf when there is no special content to be earned that way, or is there going to be other stuff which only a Lone Wolf can acquire? –Sesambrot

[BRYAN] While Lone Wolves do not participate in the faction aspect of MWO’s community warfare, they will play an integral role in lending their services to faction and merc units. Post launch, we plan to give lone wolf players a broader set of roles in the universe...."

There is also relevant information from the Dev Blog 1 - Community Warfare.

http://mwomercs.com/...munity-warfare/

"...Faction Warfare
The Inner Sphere is broken up into several factions, each with their own regions and sub-regions. Each faction is warring with at least one other faction at all times in a universal territory battle. Players can be active or passive participants in this battle by following one of three paths:
  • Pledging Allegiance to a Faction
  • Joining a Mercenary Corporation
  • Remaining Neutral
At its core, the territory battle is a fight for resources – planets. Planets are divided into three types. Each type requires a more active level of participation by the player and as a result earns a greater reward.
  • Core Worlds – Are managed by the dev team. These are worlds that necessary for future planning and part of major historical events.
  • Faction Worlds – Are fought over by Faction players. These planets buffer core and border worlds, and do not play a significant role in major historical events. Rewards for controlling these planets are directly linked to global bonuses and abilities associated with a player’s Faction.
  • Border Worlds – Are fought over via a contract bidding system by player run Mercenary Corporations. These planets change hands on a regular basis, and have no impact on historical events. Rewards for controlling a boarder world are significant and go directly to the occupying Merc Corp.
It’s important to state now, that worlds can change from Border to Faction to Core, or any combination thereof, at any time by the development team. This will be necessary to facilitate dramatic changes in faction territory control as we progress through some tumultuous times within the BattleTech® universe.

Faction Worlds

The battle for control over faction planets is a simple war of attrition. The faction with the most influence over a particular planet occupies it. By virtue of simply competing in online matches, faction players contribute influence points to target planets.

Border Worlds

Mercenary Corporations can bid and fight for occupation rights of border worlds throughout the Inner Sphere. Merc Corps must bid on a planet’s occupation rights via a system of contracts generated by the game.
A match or series of matches are set up between the defending Merc Corp and the challenger. The victor is determined from the results of each match, and takes control of the planet. They are rewarded with an immediate contract payout, and will continue to earn rewards while they occupy the planet.

Loyalty Points and Ranks

Loyalty Points are used to determine how devoted you have been to a particular faction. The more loyal you are, the greater the reward. LPs are earned by engaging in activities that further the goals of a particular faction.
For Example: Killing an enemy faction player would earn 1 LP.
Loyalty Points decay over time if a player is not active. Participating in negative actions can also decrease LPs.

Faction Players

As a Faction Player, loyalty points are earned by playing and winning matches. As the player accumulates loyalty points, they will gain a military faction rank at pre-determined loyalty point totals. If a player loses LPs by decay or negative actions, they will be demoted.
Gaining ranks earns special privileges and items, including membership to special units, unit skins, and bonuses to C-Bills and XP. These are all non-permanent and subject to the player maintaining a certain rank level. At the highest possible levels, players can begin to influence their faction by controlling which planets are targeted in territory conquest.

Mercenary Corp Players

As a Mercenary Corporation, all members’ earned loyalty points go to the Merc Corp. The Merc Corp must have a minimum amount of loyalty points with a faction before they are able to engage in planetary combat on behalf of that faction. Loyalty points also determine the type and level of contract a Merc Corp is permitted to bid on. These loyalty point restrictions mean that a Merc Corp’s membership, must remain active in order to maintain the required level of LPs.
Ranks are created within a Merc Corp by the Merc Corp leader. The naming of the ranks is entirely up to the Merc Corp leader who can assign Merc Corp level permissions to each rank.

Lone Wolf Players

As a lone wolf, the player can earn loyalty points through participation in random matches, however these LPs have no positive or negative implications. A lone wolf player does not have any ranks..."

In my humble opinion, it is my understanding from the above information, that the following is the intended design.

Faction House Players
House players will play in Faction Planet matches against opposing House players. Lone Wolf players will fill ranks of either side in matches where there are not enough House players to cover all available spots. Merc Corp players/units will not be involved in these matches.

Merc Corp Players
Merc Corp players/units will play in Border Planet matches against opposing Merc Corp players/units. Lone Wolf players will fill ranks of either side in matches where there are not enough Merc Corp players to cover all available spots. House players will not be involved in these matches.

Lone Wolf Players
Lone Wolf players will have the opportunity to play in all match types (i.e. Faction Planet matches and Border Planet matches), providing there are available spots. As Lone Wolf players are not affected by Loyalty Points, they can serve on any side of any match. For example, a particular Lone Wolf player can play for the Federated Suns side in a Faction Planet match, then, play on the opposing House Kurita side in the very next match...with no negative ramifications. The same can be said for a Lone Wolf playing in Border Planet/Merc Corp matches.

While some players are heavily into the BT/MW role-playing aspects, and see not joining a House or Merc Corp a problem, for the casual players (of which there are alot), having the option of being a Lone Wolf allows them the opportunity to try the game out....stretch their legs...so to speak...to gain some familiarity with the game. Who knows? Maybe a new player goes from Lone Wolf...meets some cool people in a Merc Corp while playing a match...and eventually finds a happy home with that Merc Corp.

But that may not be for everyone. Some Lone Wolf players may enjoy playing on varous teams at various play-times, due to constraints placed on them by real-life responsibilities. As long as the Lone Wolf players and their current teammates get along during the matches...this Lone Wolf option does seem like the best of both worlds for the casual players.

What are your thoughts?

Edited by Maximilian Thorn, 29 January 2012 - 03:39 PM.


#2 Hellen Wheels

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Posted 29 January 2012 - 03:55 PM

View PostMaximilian Thorn, on 29 January 2012 - 03:23 PM, said:

....a particular Lone Wolf player can play for the Federated Suns side in a Faction Planet match, then, play on the opposing House Kurita side in the very next match...with no negative ramifications.[?!] The same can be said for a Lone Wolf playing in Border Planet/Merc Corp matches.

....

What are your thoughts?


That scenario you suggested (of a Lone Wolf switching sides from match to match) could (IMHO) carry some negative ramifications at times....like being targeted ruthlessly for switching sides like that when the odds are against a team that needs a Lone Wolf. Maybe there could be some mechanism in the game that prevents that kind of sandbagging.

Also, if Lone Wolfs don't earn loyalty points, I think there should be some mechanism that balances out the inability to earn them. Otherwise, what's the point of playing a Lone Wolf?

Yes, it's a quick and easy way to find a game...any game...for the new player, casual player, or pressed-for-time enthusiast that just wants to have a quick fix of MW. But other than that, is there any incentive to playing a Lone Wolf?

On the downside, I can envision the "Lone Wolf" category becoming the dumping ground for the dishonorable, like the inevitable saboteurs and team killers that feed on the negative energy of being in-game pariahs.

I plan to play Lone Wolf initially simply because it seems to be a challenging role to play, and I love a challenge, but the downside of playing that role might be outweighed by the benefits of House or Merc.

Just my two C bills.
=H=

Edited by Hellen Wheels, 29 January 2012 - 04:29 PM.


#3 Wulfbane

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Posted 29 January 2012 - 03:58 PM

Under much thought. lone wolfs should be able to turn in a clan or merc or faction with the less lost from doing because they are alone. second is that they should be able to choose the matches and gain some respect from the faction because you can't do something for nothing. But the same said the other way. thirdly lone wolf should go into a class from bounty hunter to bandit etc. and that is what you lose in you change to a faction etc

Edited by Wulfbane, 29 January 2012 - 03:59 PM.


#4 Hellen Wheels

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Posted 29 January 2012 - 04:34 PM

I like the idea of Bounty Hunters.

That sounds like it would be challenging, and should carry some heavy C-Bills for successfully leading a mission full of Lone Wolfs.

Not quite Mercs, just mission-driven misfits who carry big guns.

Interesting idea!
=H=

#5 Randal Waide

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Posted 29 January 2012 - 05:13 PM

Interesting, this concept may also apply to Merc who change allegiance (i.e Wolf's Dragoons). Changing allegiance may demote a unit to lone wolf status. There may even be a no-aggression pact signed by the Merc unit against their former employers. Also, what if a young Merc wants to go out on his own? I'm thinking there needs to be the RPGs aspect of mech warrior included and at the very core of this game. Yes, everyone could have fun blowing up stuff and fighting matches as a team with team objectives. But the big picture would open the door to larger opportunities.
Also, the pirate factions may spring up. And Ronin units. This universe is rich in historical examples of all of that.
Also, there's always Solaris. :)

#6 Randal Waide

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Posted 29 January 2012 - 05:15 PM

FYI, I am sure you all are familiar with the method of identifying friends or foes in EVE online. Would that type of player flagging work in this game? Interesting wold be the consequences for killing someone in your own faction. Com-Star gonna get ya!

#7 Kenyon Burguess

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Posted 29 January 2012 - 06:29 PM

i think the only thing lone wolves are gonna miss out on is a a possible low rank reward and a shiny medal working for a house. they get the glory. they get the c-bills and most importantly salvage (if possible). i wish there was a simple downside for them tho. if your working with one side for a lot of missions, the opposite side shouldnt hire you at some evetual point in your history.

#8 The Cheese

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Posted 29 January 2012 - 06:43 PM

View PostGeist Null, on 29 January 2012 - 06:29 PM, said:

if your working with one side for a lot of missions, the opposite side shouldnt hire you at some evetual point in your history.


Isn't that what will happen with the Merc Corps?

#9 Mims

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Posted 29 January 2012 - 06:46 PM

There is one thing i could not stand about being a lonewolf. ("Hmm lets check how much territory my faction has this week...oh wait...so my actions are completely pointless...")

#10 FinnMcKool

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Posted 29 January 2012 - 07:13 PM

Will some folks have more than 1 account ? I m sure they will.
and this sounds a lil like the guy whos not a lone wolf who is constantly playing is going to be rewarded more than say a consistant player but one who plays only once or twice a week, Im sorry but Im not a fan of those games that give an edge to those who dont work or sleep but just keep playng playing playing. EVE online thought they figured that one out but we see it didnt work that way ,you either cheated with a bot to mine for you or you had to play and play and then you never really could catch those players who started a year or 3 before you.

any way great post I learned a lot from this even if it isnt set in stone yet.

By the way how was that last mision of yours? Dropship work out for you? was he there on time ? was the ride comfortable? Could you depend on the pilot to help you out in a fix? Did they serve a good hot meal after the carnage and destruction you left behind you?
Please consider McKools Cattle raiders for your next dropship need , your designated driver Finn is always there for you, and always sober, and dont forget the Free steak dinner for anyone making it to the ride home.

its a cruel universe out there.

#11 Karyudo ds

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Posted 29 January 2012 - 07:25 PM

View PostHellen Wheels, on 29 January 2012 - 03:55 PM, said:

That scenario you suggested (of a Lone Wolf switching sides from match to match) could (IMHO) carry some negative ramifications at times....like being targeted ruthlessly for switching sides like that when the odds are against a team that needs a Lone Wolf.


The way it was posted read to me that this likely wouldn't be possible. You would basically press a match making button and que to a random match as opposed to being able to just swap sides within the same group. Least that's how it looks to me. Considering "Lone Wolf" is a faction choice (of no faction) I wouldn't see most people being ruthless towards wolves as there's bound to be plenty of them and if joining random sides is what they do...then that's simply what they do.

Either way it sounds interesting for those will little time or interest in supporting a side and just want to blow things up.

#12 Naga

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Posted 29 January 2012 - 11:19 PM

The way I'd think about it would be taking much learnings from how WOW implemented it's battlegrounds initially. An established team would just crush a PUG. So the dev's will have to balance that for both the established team looking for a good fight, and the millions of Lone Wolf... Filling tonnage in a faction/company is the least of the Dev's (our) worries.

Personally I think they need a mix. What better source of finding good lancemates that keeping a slot or two open in a battle? Although how flexible will joining/leaving a faction/company be? Can I make one on the fly with the 4 guys I just met? After too many years of online play, the random PUG becomes tiresome fast...

#13 Maximilian Thorn

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Posted 30 January 2012 - 04:53 AM

It is true some negative PUG experiences are out there. Bearing that in mind, being a Lone Wolf gives a player the opportunity to play against that negative PUG stereotype. For example, while beginning a match, if a Lone Wolf player expresses to the other teammates (whether House players or Merc Corp players) that he wants to win just as much as they do, and what can he do to help out? That....that one comment right there...will go a long way to helping out the Lone Wolf's reputation (and, the reputation of Lone Wolf players in general).

Will there be some Lone Wolf players who will do their own thing no matter what? Definitely. But to assume all Lone Wolf players do not want their team to win...and are just in the match only for themselves...would be a huge oversight.

As for me personally, I am leaning toward playing a Lone Wolf for the challenge, and, I fully intend to support my team to win.

As a Lone Wolf player, just consider me a 'Merc Corp of One'. :)

Edited by Maximilian Thorn, 30 January 2012 - 05:09 AM.


#14 Nik Van Rhijn

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Posted 30 January 2012 - 05:28 AM

Given that the dev's have said that there will be Mech XP as well as Avatar XP then the actual mech(s) that a Lone Wolf can pilot will also figure in to the choice to fill a slot. This will depend on how the matchmaking process works out with regard to drop weight limits etc. The Lone Wolf will be at the end of the "selection" process. If there are weight/BV limits then it seems unlikely that a LW with an Atlas will get a slot.
As always there are so many unanswered questions.

#15 Maximilian Thorn

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Posted 01 February 2012 - 04:22 AM

http://mwomercs.com/...-within-reason/

The link above is to a thread that brings up a very good point about player behavior on a team. While the original poster on the linked thread calls it treason...what it really translates into is griefing/team-killing.

That thread applies specifically to Lone Wolf players (much more than Faction or Merc Corp players), as the Lone Wolf player is the 'unknown' player filling the vacant spot during a Faction Planet match or a Border Planet match. The reputation of a Lone Wolf player is entirely dependant upon their ability to play well with their new, temporary teammates within any given match.

This kind of behavior...griefing/team-killing...if allowed or continued to be allowed once discovered, will really ruin the game for Lone Wolf players.

What are your thoughts?

#16 Nik Van Rhijn

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Posted 01 February 2012 - 07:43 AM

Unfortunately greifers/TK'ers will always be with us - hopefully it won't be their sort of game. Given that we will be up to 12 a side I don't think they will last long in any match. It's just how much damage would they be able to do, specially in a "conquest" match.

#17 Hellen Wheels

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Posted 02 February 2012 - 05:49 PM

View PostMaximilian Thorn, on 01 February 2012 - 04:22 AM, said:

http://mwomercs.com/...-within-reason/

The link above is to a thread that brings up a very good point about player behavior on a team. While the original poster on the linked thread calls it treason...what it really translates into is griefing/team-killing.....

The reputation of a Lone Wolf player is entirely dependant upon their ability to play well with their new, temporary teammates within any given match.(!!)

This kind of behavior...griefing/team-killing...if allowed or continued to be allowed once discovered, will really ruin the game for Lone Wolf players.

What are your thoughts?


I agree completely with that idea.

To reiterate, my humble opinion remains that there seems to be no incentive to play Lone Wolf.

There should be some counterbalance for being a "good" Lone Wolf (as opposed to being a Black Hat Griefer) that takes up the slack of not being House or Merc.

To me, right now, Lone Wolf looks like an option that is gimped.

just my 2 c-bills

=H=

Edited by Hellen Wheels, 02 February 2012 - 05:55 PM.


#18 Nik Van Rhijn

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Posted 03 February 2012 - 02:35 AM

I agree with Hellen. To be honest if you are limited for play time or awkward hours then it would be much easier to join a Faction/House. They already have a role and at the moment no organised groups. You will be sill playing PUG but, at least theoretically, will all be on the same side. You will also be making a difference (supposedly) for your House. I think Lone Wolf will be a difficult role to play, with few benefits at start.

#19 Omaha

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Posted 03 February 2012 - 03:52 AM

Personally I only plan on being Lone Wolf until the Clanners come into play.

After that....TERRA OR BURST!

This whole Lone Wolf thing reminds me of being a Vigilante in another game instead of Hero or Villan. Won't mention the game dunno if it's against rules. But I'm sure you get the idea.

Edited by Omaha, 03 February 2012 - 03:55 AM.


#20 Maximilian Thorn

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Posted 04 February 2012 - 01:32 PM

http://mwomercs.com/...-3-role-warfare

http://mwomercs.com/...le-warfare-cont

http://img.mwomercs....ev_blog4_01.jpg

http://img.mwomercs....ev_blog4_02.png

Based the Devs' Blogs on Role Warfare (please see links above), there are some interesting developments.

While the Devs noted the information was a prototype at this time, it definitely looks like they are making good on their original plan of using information in a way that has not been experienced in previous MW video games.

The up-side
These features (i.e. artillery, satellite sweeps, etc.) give an added sense of realism to the game.

The (potential) down-side
A fully-formed Merc Corp unit may have an advantage over an unprepared group with Lone Wolf players.

I still plan on starting the game as a Lone Wolf player. Remember, this game is still in development. Furthermore, even after its release, more changes may be implemented that may benefit the Lone Wolf player. I want to stick it out and see where this path leads.

For all of you Lone Wolf players out there, has any of the information recently presented changed your mind? Thoughts?





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