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A Better Idea For Drop Ship Mode


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#1 Joe Mallad

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Posted 28 September 2014 - 05:37 PM

As it stands, the Drop Ship will be 12 vs 12 with each player being limited to 1 mech from each weight class. So my team of 12 players will each bring 1 light, 1 medium, 1 heavy and 1 assault.

Great... so thats a total of 12 of each weight class for a total of 48 mechs.

now... My idea is simple. Lets keep the cap of 12 of each weight class but once your 12 players are in the lobby, why not let the 12 players decided who takes what weight classes of the (12 mechs per weight class)?

Example

Instead of 1,1,1,1

what if we were allowed to do it this way?

Player 1 (2 lights and 2 mediums)
Player 2 (1 light 1 medium and 2 heavies)
Player 3 (4 assaults)
Player 4 (2 mediums 1 heavy and 1 assault)
Player 5 (4 lights)
Player 6 (4 mediums)
Player 7 (3 heavies and 1assult)
Player 8 (1 light 1 medium 1 heavy and 1 assault)
Player 9 (1 light 1 medium 1 heavy and 1 assault)
Player 10 (3 lights and 1 heavy)
Player 11 (1 medium 2 heavies and 1 assault)
Player 12 (1 heavy and 3 assaults)

This way, people that are comfortable playing all weight classes can still go the 1,1,1,1 route but your pilots in your groups that are more comfortable with playing just mediums or lights can do so. Or if you have that guy that is an ace with just heavies and assaults, he too can take just them.

This format still allows everyone to go 1,1,1,1 if they want or any other way but your 12 man group still ONLY gets 12 mech of each weight class. So why not let the guy who is good with one weight class ONLY use that weight class. I mean Im a heavy/assault player and that is where I shine. Why would I want to take a light mech and do crapy in it and hurt my team's chances of winning when my bud who is the best in lights can take more lights than the restricted 1, and possibly achieve far more in that light than i would?

So, with that said... I proposing this system to the Devs for the Drop Ship Mode.

What do you guys think?

Edited by Yoseful Mallad, 28 September 2014 - 05:38 PM.


#2 Redshift2k5

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Posted 28 September 2014 - 05:40 PM

Sounds like it would be a PITA to organize, especially on short notice if you're given a call to arms to defend a planet in CW

#3 Eddrick

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Posted 28 September 2014 - 05:43 PM

Organized groups are more willing to compromize among eachother and settle things out like this themselves. Likely, before they even entered the lobby.

I really only becomes a problem among PUGs.

#4 Joe Mallad

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Posted 28 September 2014 - 05:46 PM

View PostRedshift2k5, on 28 September 2014 - 05:40 PM, said:

Sounds like it would be a PITA to organize, especially on short notice if you're given a call to arms to defend a planet in CW
maybe, but we truly wont know until we all see just how the call to arms is going to work.

I still think this would be the best option for some to play more what they would like but still keeps with the (only 12 mechs from each weight class) So you might have that 1 or 2 guys that brings all assaults. but its only 1 or 2 guys doing so, not all 12 guys lol. there is still the hard cap on 12 mech of each weight class this way.

View PostEddrick, on 28 September 2014 - 05:43 PM, said:

Organized groups are more willing to compromize among eachother and settle things out like this themselves. Likely, before they even entered the lobby.

I really only becomes a problem among PUGs.
true, and thats why PGI needs to just put an in game VOP already. So that way, once in the lobby, everyone can communicate quickly and clearly as to what classes they are best at using.

#5 Reitrix

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Posted 28 September 2014 - 06:27 PM

How about people stop crying they cant bring a dropship full of Assaults (Which is what the argument always boils down to) and learn to Pilot all weight classes?

I'm an effective pilot in any class of 'Mech, so the 4x1 limit is actually preferable.
The 4x1 limit also eliminates confusion in less coordinated teams since you can be certain that your whole team has 1 of each class.
It also means that you don't simply face wave after wave of Assault 'Mechs respawning.

It also places a lot more value on those Assaults, since you wont want to just rush your Assaults out first.

I'd very much like to see the ability to {Return to Base} and swap your 'Mech for a different one, but obviously without resetting the damage done to the one you're swapping out of.

#6 Brody319

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Posted 28 September 2014 - 06:33 PM

In pugs your opponents would all bring 4 Assaults or Heavies. meanwhile you get the lance of all lights who get decimated in the first 3 minutes by the AC-X dire wolves, and the missile boats. Some have suggested a Tonnage maximum to help balance the game, but that doesn't solve this problem, just means there are less Assaults and heavies, which still crush the all light players. So What we need is a tonnage minimum and maximum. This forces lights to bring at least 1 heavy or medium to help level the playing field out.

#7 Spike Wallace

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Posted 28 September 2014 - 06:43 PM

I like the 1 of each weight class per player. I think it would be better if when you are in the lobby and selecting which mech to take it forces you to go with 1 of each class per lance (each lance has to field 1 of each type in the beginning) then after that you can take out whichever one you want after you die. This way it forces a fair beginning and you can take what you need to use next depending on how the battle is going.

#8 Threat Doc

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Posted 28 September 2014 - 09:22 PM

Yoseful Mallad, I agree with you, I like the idea, and I feel it would be the best way to handle this. For organized groups, this could be done by rank, from highest-to-lowest, with highest getting to select what they want, first, and then stepping down player-by-player to let each determine what they want to bring, as well. The guy at the bottom of the rank structure is left with whatever they can get. I, as a Commander, would only take two of my Heavies, one Assault, and one of my Mediums, even though I would prefer to have 3 Heavies, no Assaults, and perhaps one Medium. Lights are right out, because I am total garbage with them, period. However, I have guys in AU who are hard-of-piloting anything other than Lights.

For whomever brought up the idea of PUGs having to deal with this, they will not. This is for Community Warfare, as I understand it, not for PUGs or the competitive scene, if they ever get it running.

#9 Johnny Reb

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Posted 28 September 2014 - 09:47 PM

Heh. I like that idea but prolly to much for pgi to let someone else drop in your mech. (since I assume you still pick your mechs and loadouts across the board) Also, mixed groups would be severely gimped more to a full 12 man.

#10 Hoax415

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Posted 28 September 2014 - 10:50 PM

I greatly prefer Russ' any 4 mechs @ 240 tons concept. It requires no additional pre-match team planning and gets us more diversity in team compositions than we have had since 3/3/3/3 and possibly ever given that pre-3/3/3/3 it was assault warrior online.

http://mwomercs.com/...36#entry3765636

http://mwomercs.com/...02#entry3766502

In order for half the chassis in the game to have any potential at all in CW we need to get away from looking at mechs only based on their weight class.

Edited by Hoax415, 28 September 2014 - 10:51 PM.


#11 Mercer Skye

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Posted 28 September 2014 - 11:18 PM

All I really care about is more incentive to bring the 'less desirable' weights in each class. Right now, with a couple of exceptions, there's not much use in bringing 'mechs that are lower weight than the max in each class.

But other than a 20% damage buff for locusts, I don't see them getting run much. Kintaros are going to be just as rare now as anything, since Stormcrows and Shadowhawks/Griffins just do the medium thing better.

Same with the other weight classes.

#12 Lily from animove

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Posted 29 September 2014 - 02:41 AM

This only works when they are a premade grp of 12, otherwise, how would you expect to find macthes for the matchmaker where the regular poeple may put in 2 heavies and 2 assaults.

#13 TexAce

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Posted 29 September 2014 - 02:45 AM

View PostBrody319, on 28 September 2014 - 06:33 PM, said:

In pugs your opponents would all bring 4 Assaults or Heavies. meanwhile you get the lance of all lights who get decimated in the first 3 minutes by the AC-X dire wolves, and the missile boats. Some have suggested a Tonnage maximum to help balance the game, but that doesn't solve this problem, just means there are less Assaults and heavies, which still crush the all light players. So What we need is a tonnage minimum and maximum. This forces lights to bring at least 1 heavy or medium to help level the playing field out.


You are either really desperate or totally dont know how to counter light attacks. There is really nothing wrong with bringing 4 lights except that you are probably degrading your team because lights are weaksauce in most hands.

#14 Joe Mallad

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Posted 06 October 2014 - 11:36 AM

Looks like a tonnage limit (per drop ship) will be the way PGI is looking to go.

#15 Fut

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Posted 06 October 2014 - 11:38 AM

View PostReitrix, on 28 September 2014 - 06:27 PM, said:

How about people stop crying they cant bring a dropship full of Assaults (Which is what the argument always boils down to) and learn to Pilot all weight classes?


I want to be able to bring a Dropship full of Mediums... So there goes your argument.

#16 Mechteric

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Posted 06 October 2014 - 11:39 AM

View PostYoseful Mallad, on 06 October 2014 - 11:36 AM, said:

Looks like a tonnage limit (per drop ship) will be the way PGI is looking to go.


Posted Image

#17 Joe Mallad

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Posted 06 October 2014 - 11:49 AM

View PostCapperDeluxe, on 06 October 2014 - 11:39 AM, said:


Posted Image
I sent my OP idea to Russ and he replied that he's looking to go the route of tonnage limit per drop ship. That's where I got the info from. So if the tonnage limit is high enough but balanced, we all should be able to take 4 lights or 4 mediums with no problem. But I expect that the limit will not be high enough to allow 4 heavies or 4 assaults. Which to be honest, I'd be ok with. We should have a tonnage limit that allows us to field more lights and mediums than heavies or assaults. In larger battles, we should see more lights and mediums than the other mechs. And mediums are always said to be the work horse of any battle. So it should be more common to see them in greater numbers.



#18 Joe Mallad

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Posted 06 October 2014 - 12:42 PM

I think a tonnage limit of 245 is plenty. And if we "have" to bring 4 mechs, than that would be plenty for anyone to bring 4 lights of any tonnage, 4 mediums of any tonnage but would restrict the number of heavies and assaults to 2 of the higher assaults 100 ton or 3 of the higher heavy 75 ton mechs.

Examples
1. 100 ton atlas, 100 ton King Crab, 20 ton locust, 25 ton commando =245
2. 80 ton Awesome, 65 ton Catapult, 60 ton dragon, 40 ton cicada =245
3. 75 ton Orion, 65 ton Catapult, 70 ton Caraphract, 35 ton Jenner =245
4. 75 ton Orion, 75 ton Orion, 75 ton Orion, 20 ton locust =245
5. 90 ton Highlander, 90 ton Highlander, 60 ton Dragon, 35 ton Raven =245
6. 60 ton Dragon, 60 ton Dragon,60 ton Dragon, 65 ton Thunderbolt = 245 (did this one to show that a heavy lance of 4 dragons at 60 tons each or three 60 ton mechs and one 65 ton mech could be done) but that would be the limit.

7. 85 ton Stalker, 80 ton Victor, 60 ton Thunderbolt, 20 ton locust. =245


You get the idea. 245 tonnage limit will indeed allow any lance of 4 lights or any lance of 4 mediums. But if you want a full lance of heavies, you have to take four of the lightest mechs in the heavy class at 60 tons each.

But in no way can you have 4 of the heaviest heavies or 4 of any assaults and your max assaults you can take is 2 and would have to support them with mediums or lights.

Edited by Yoseful Mallad, 06 October 2014 - 12:45 PM.


#19 Drop_FF

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Posted 06 October 2014 - 01:06 PM

View PostHoax415, on 28 September 2014 - 10:50 PM, said:

I greatly prefer Russ' any 4 mechs @ 240 tons concept....


So four 6x SRM6 LBX-20 Mad Dogs or four 6x LRM 5 4 med laser tag Mad dogs. Got it.

#20 Joe Mallad

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Posted 06 October 2014 - 01:15 PM

View PostNarcissistic, on 06 October 2014 - 01:06 PM, said:


So four 6x SRM6 LBX-20 Mad Dogs or four 6x LRM 5 4 med laser tag Mad dogs. Got it.
clan players would be able to take 4 mad dogs sure, but the mad dog is very easy to take out. The hard point set up for it or any mech is something PGI should re-look at. IMO, I think some of these mechs have way to many hard points. Missile mechs should IMO only have up to 4 missile hard points.

Edited by Yoseful Mallad, 06 October 2014 - 01:16 PM.






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