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Community Warfare What We Know - Notes


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#1 Zeece

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Posted 03 December 2014 - 06:23 AM

This is by no means complete and represents what I've cobbled together over all the posts Russ and Paul have given us. And because things have changed so much I'm sure it will need to be refined.. but thats what you wonderful people are for.





Public Queue vs. CW Queue
  • No Player is forced to play in CW. If you do not wish to participate do not go in to the Faction Tab of the game
  • Public and CW Queues have different rules

Public

  • Separate Queues for Solo and Group play


  • Matchmaking


  • 3/3/3/3 rule


  • ELO matching

CW

  • One Queue (Solo, Group and 12man all together)


  • No Matchmaking


  • No ELO matching


  • Players in Queue can choose between attack or defense(respond to attack call)


  • If in a Group All Players must be from the same Unit. (Smaller Units can not group up to make bigger groups) adding Paul's Quote "[color=#00FFFF]To re-emphasis what has been mentioned before. Community Warfare is primarily directed to role-playing and unit gameplay. It is because of this that groups in CW (Unit Groups) will consist of only players within the same unit. A team can have players from multiple units but groups themselves will only consist of players who are in the same group/faction.[/color]"

MAPS and MODES








Public Queue

  • Existing modes (Assault, Skirmish, Conquest)


  • Existing Maps (Alpine, Caustic, Swamp, Terra Therma, Forest Colony, C Straits, etc...)

CW Queue

  • Invasion Mode (Attack/Defend)(more below)


  • New Maps(atleast 2 at launch, maybe 3, one new map per month - Alpine Like, Canyon Like, Caustic Valley Like)


  • Possible retro fit of old maps to support Invasion Mode, but no ETA.

MECHS








Public

  • Any Mech

CW

  • Faction Specific... IS faction can only play IS Mech, Clan can only Play Clan

Invasion Mode








Basic Format

  • A Person or Group selects a planet to attack(available choices selected by game, only a couple per front)


  • Game will fill up to the 12 players needed based on first come first serve basis from CW Queue


  • Game Issues a Defense Alert to Opposing Faction


  • Game fills up defense to 12 players based on first come first server from response


  • Drop Starts


  • NOTE - Dropships are armed with large weapons.. Do NOT stay within LOS of the Dropship as they are dropping mechs off.


  • Suiciding in CW Drops will result in No Rewards, Mechs Locked until end of Match, and Possible Loss of Loyalty Points - Russ via Twitter

Player Drop Deck

  • Each Player must choose 4 mechs


  • Tonnage Limits vary per map, but 140 - 240 most common format


  • Mechs can not be used multiple times unless that chassis is owned multiple times. i.e. you can't bring your Yen Low Wang twice unless you own 2 Yen Low Wangs.


  • Once in drop you can't change Mechs, Consumables or Modules. They are locked for the duration of the match.


  • Map design focuses on multi weight class drops(per player) so focusing on all of one class maybe a hindrance.


  • Make sure to own multiples of your favorite modules because of this


  • Hero Mech Bonuses apply during the part of the Drop they participate in.

Dropship

  • Currently each Drop Ship wave is spaced at [30] seconds apart. If there are no players in need of a drop, no Drop Ships will appear. The [30] second timer is a global timer. For example, players who get their ‘Mechs destroyed at time X, will be dropping back into the game at the same time as players who had their ‘Mechs destroyed at X+25 seconds. A player who had their ‘Mech destroyed at X+29 seconds will have to be fast with their ‘Mech selection or they will carry over to the next [30] drop meaning they will drop back into the match at x+31 seconds.


  • Players can only miss 1 drop. If a player does not make a valid ‘Mech selection within 2 drop cycles, they will automatically be assigned the first available ‘Mech from left to right in their Drop Ship layout.

Attack

  • Attackers must break through or open a gate to access defenders base


  • Attackers objective will be to destroy a giant anti starship gauss cannon and other base components


  • Win Condition = Planetary Gauss Cannon Destroyed


  • Lose Condition = Planetary Gauss Cannon NOT Destroyed


  • Lose Condition = All Defending Mech Destroyed BUT Planetary Gauss Cannon NOT Destroyed


  • There is a Dropship for each lance... members of that lance will always be dropped in the same place on respawn.

Defend

  • Defenders must prevent attacks from getting past gate


  • Defenders objective is to prevent the attackers from destroying cannon and base components


  • Win Condition - Planetary Gauss Cannon NOT Destroyed


  • There is a Dropship for each lance... members of that lance will always be dropped in the same place on respawn.

Fronts and Planets

Attack Period

  • Attack Periods Last 24 hours


  • Faction who controls majority of the zones on the planet at the end of the Attack Periods gains / retains control of the planet.


  • Units responsible for the most defense or attack in an Attack period will have their Unit Tag along side the planet's name

Choosing Planets

  • Planets that can be attack will be marked on the star map


  • When a planet is conquered an adjacent planet will be chosen by the game or designers as available to attack

Moving the Front

  • The Front will moved based on the planets conquered / retained rather than by an independent mechanism.

**Factions**









Selecting one
  • First time you log into the game at CW Launch you will be prompted to choose a Faction.
  • Mixed Faction Units Not allowed
  • Unit Member and Unit Commander Faction must match to be in the same unit
    • e.g. If I create a Ghost Bear Unit if you want to be a part of my unit your contracts must be Ghost Bear as well.
  • You can not take Contracts outside of your Faction (Steiner can't help defend FRR planets)
  • If you want to help the FRR choose FRR contract next time.
Length of Contracts
  • Current Lengths are Permanent, 7 day, 14 day and 28 days
  • Paul says that these are easily changed so don't assume these are the lengths forever.
Benefits
  • Gain LP in current Faction
  • Longer the contract the higher LP rate you will earn
Penalties
  • None known
Switching Factions
  • At the end of each contract pilots will have the option to change factions
  • Pilots can also switch factions by breaking their current contract(will cost CBills and LP)
  • Be aware of your Faction's Opponent faction if you take a contract with them LP lost for killing members of that faction will be amplified
Breaking Contracts
  • breaking a Contract will result in a CBILL and LP penalty
Loyalty Points









Gaining
  • LP will be gained by winning matches in CW
  • LP will be gained for anything in a drop that gives you CBILLs in Public QUe drop, Kills, Assists, Component Destruction etc....
  • Premium Time adds +10% LP
  • Phoenix Medals add +2.5% LP
  • Longer the Contract the higher the LP earning bonus
    • 7-Day Contrate = 0% bonus.
    • 14-Day Contract = 15% bonus.
    • 28-Day Contract = 30% bonus.
    • Permanent alignment = 50% bonus.
  • Players who select Permanent Contracts will receive a LP boost over contractual players.
EXAMPLE




[color=#00FFFF]In the match in Case Study 1, the player got 4 assists, 2 kills, 3 hit and runs, 1 saviour kill, 1 UAV kill and 3 Turret Kills.[/color]
  • The player has earned 24 LP from assists
  • The player has earned 30 LP from kills
  • The player has earned 30 LP from hit and runs
  • The player has earned 12 LP from saviour kills
  • The player has earned 7 LP from UAV kills
  • The player has earned 15 LP from turret kills
  • This means the player has earned 118 base LP.
  • The player is on a 28-day contract with Davion, hence will recieve an additional 30% LP bonus
  • The player has earned 153 (rounded) LP total.
[color=orange][color=#DBDBDB]Of Note:[/color][/color]




[color=#DBDBDB]We have also added a 10% LP bonus to Premium Time which works exactly the same as above by being calculated using the base amount of LP earned.. not the sum of all LP plus bonuses. A reminder, Loyalty Points (LP) can only be earned while participating in Community Warfare conflicts.[/color]

Losing
  • LP will be lost when you kill a member of a Faction you have LP with
  • LP will not degrade over time
LP Levels
  • Like an XP based games you level up when your LP reaches a threshold of points
Phoenix Medals
  • Those with Phoenix packages will start between LP 3 - 5 of the first faction the choose
  • Those with Phoenix medals equipped in their mech will get bonus LP each time they gain LP, thus allowing them to level up that faction faster.
Rewards
  • Starting Rewards will include, Camo, Decals, Titles and Colors
  • The majority of rewards will be created by the Community based on Polling and Suggestions
Unit Coffers
  • Unit Coffers will be used for the following items.. NONE initially on CW Launch
  • Paying for Jumps to Planets to Attack or Defend
  • Paying for Contracts to Attack and Defend Planets
  • Buffing Turrets on Planets your faction controls.
Pauls Dec 10th Loyalty Point Post



Loyalty Point Clarification

There was some confusion over how LP calculations were summed and bonuses applied. I'll try to clear that up a little.

First we need a case study so let's assume the following:
Player has aligned to House Kurita for 14 days. This mean they will receive a 15% contract length bonus.
The player will use a Phoenix 'Mech with the Kurita LP Medallion equipped. This means they will get a 10% bonus (for the 'Mech) and 2.5% bonus for the Kurita LP Medallion.
The player has Premium Time enabled.
There are 2 areas where LP are rewarded. There is the Match Contract Reward... and the In-Game Performance Rewards.




Prior to launching into a match... all players will be informed of how many LP they will gain from their faction if they win the match. No rewards are given at this point... players are just notified of potential earnings.

During the match, activity kickers will reward players with LP. Things like Kills and Assists will give LP rewards per occurrence. The table of kickers was in my last CW update.

At the end of the match, the total LP provided by these kickers is sub-totaled and the bonuses are then applied to this sub-total one at a time.

The image below should make it much clearer on what his happening:

Posted Image



Loyalty Point Rewards

Due to some issues that have arisen, we will be scaling back the LP rewards at the launch of CW Phase 2. This is a temporary setback as the issues will be addressed in Q1 2015. The problem lies in our ability to award packages of multiple items on a single redemption call to the database.

What this means is that when you unlock a rank in Community Warfare Phase 2 with Loyalty Points, you will get an achievement and a representative amount of C-Bills. There are more rewards that we want to give you but we cannot get this functionality into the build while trying to harden the current CW build of the game. The reward table includes C-Bills, Titles, GXP, Mech Bays, Cockpit Items and even MC.

When we address the above mentioned issue, we will retroactively inject your rewards directly into your account. I will include the PDF of the current reward table here.

LP REWARD TABLE https://static.mwome...ks_Rewards2.pdf

The fix required for this also allows us to add more depth and freedoms as to what can be awarded including some long standing ideas such as Faction discounts on 'Mechs or equipment, Faction decals or perhaps some 'Mechs as well. Basically what I'm trying to say here is that the LP reward table will not be the end target for LP rewards. :)

Edited by Zeece, 14 December 2014 - 11:24 AM.


#2 Jon Gotham

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Posted 03 December 2014 - 07:15 AM

Stupid question here, so the one of each type of mech chassis has now been dropped? I could say, run 3 lights and a medium now?

#3 Bront

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Posted 03 December 2014 - 07:18 AM

View Postkamiko kross, on 03 December 2014 - 07:15 AM, said:

Stupid question here, so the one of each type of mech chassis has now been dropped? I could say, run 3 lights and a medium now?

Yes, it's a tonnage limit, but the maps will supposedly encourage 1/1/1/1

#4 Zeece

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Posted 03 December 2014 - 07:57 AM

View Postkamiko kross, on 03 December 2014 - 07:15 AM, said:

Stupid question here, so the one of each type of mech chassis has now been dropped? I could say, run 3 lights and a medium now?


To expand upon Bront's answer... the Tonnage Limits are a range... example 140 - 240 tons... as long as your total tonnage for your 4 mechs fall into that Range you will be allowed to use those mechs.

Each Planet will have its own range.. 140-240 being the most common... but expect to see higher and lower ranges to add in variety to the matches.

And yes.. both team's players will have the same restrictions, there is no current plan to say give IS higher tonnages, but that is all subject to change of course.

#5 Jon Gotham

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Posted 03 December 2014 - 08:09 AM

Ah right, thank you chaps:)

#6 Zeece

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Posted 03 December 2014 - 10:19 AM

View Postkamiko kross, on 03 December 2014 - 08:09 AM, said:

Ah right, thank you chaps:)


Totally welcome

#7 Col Kurtz

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Posted 03 December 2014 - 10:45 AM

Thank you for posting this. It cleared up a lot of questions i had about the how to's. I am not new to MWO but i am new to the forums, so this may be a stupid question.

There is a 4 mech limit with a weight min and max restriction. What if my mech weighs in lower than is rating. Say i want my cicada, instead of my raven, but i only have 35 tonnes left. Can i drop 5 tonnes off the cicada? Not sure why i would want to, but i was just wondering. Thanks.

#8 Mott

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Posted 03 December 2014 - 10:55 AM

Great thread, great info, thanks a bunch.

Sucks that it requires a player to consolidate all this information in one spot... but... yeah.

#9 DEMAX51

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Posted 03 December 2014 - 10:58 AM

View PostCol Kurtz, on 03 December 2014 - 10:45 AM, said:

Thank you for posting this. It cleared up a lot of questions i had about the how to's. I am not new to MWO but i am new to the forums, so this may be a stupid question.

There is a 4 mech limit with a weight min and max restriction. What if my mech weighs in lower than is rating. Say i want my cicada, instead of my raven, but i only have 35 tonnes left. Can i drop 5 tonnes off the cicada? Not sure why i would want to, but i was just wondering. Thanks.

No. The Cicada is 40 tons, even if it's only "35 tons" in the 'Mechlab. Running a 'Mech with a loadout that puts it under weight will not give you more weight to use elsewhere in your drop-deck.

#10 Zeece

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Posted 03 December 2014 - 11:03 AM

View PostCol Kurtz, on 03 December 2014 - 10:45 AM, said:

Thank you for posting this. It cleared up a lot of questions i had about the how to's. I am not new to MWO but i am new to the forums, so this may be a stupid question.

There is a 4 mech limit with a weight min and max restriction. What if my mech weighs in lower than is rating. Say i want my cicada, instead of my raven, but i only have 35 tonnes left. Can i drop 5 tonnes off the cicada? Not sure why i would want to, but i was just wondering. Thanks.


There is no indication that you can short ton a mech to come in under the limit like that. That said maybe the Devs will read this can clear it up for us.

View PostMott, on 03 December 2014 - 10:55 AM, said:

Great thread, great info, thanks a bunch.

Sucks that it requires a player to consolidate all this information in one spot... but... yeah.


Sounds like something a community manager would be perfect for...

#11 Veritae

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Posted 03 December 2014 - 11:07 AM

A quick clarification.

As I recall, factions will be able to defend other factions in Clan v IS attack/Defend. You've stated that Steiners can't defend FRR planets, but they can when the FRR planet is being assaulted by Clan Wolf, for instance. Has this changed from the original design to prevent mixed IS from defending against a Clan attack and vice versa?

#12 Kirkland Langue

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Posted 03 December 2014 - 11:12 AM

"If in a Group All Players must be from the same Unit. (Smaller Units can not group up to make bigger groups)"
I must have misread this in the past, as I thought they were saying something else...


This is kinda a big deal. What this means is that 2 friends can't drop into CW together unless they are in the same Unit. So even if you both are members of the same faction, you still couldn't drop together unless you are under the same actual contract.

I get the feeling that this requirement will be revisited and the restriction loosened. I expect that it leads players to drop into the group queue instead of CW queue.

#13 DEMAX51

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Posted 03 December 2014 - 11:14 AM

View PostVeritae, on 03 December 2014 - 11:07 AM, said:

A quick clarification.

As I recall, factions will be able to defend other factions in Clan v IS attack/Defend. You've stated that Steiners can't defend FRR planets, but they can when the FRR planet is being assaulted by Clan Wolf, for instance. Has this changed from the original design to prevent mixed IS from defending against a Clan attack and vice versa?

I'm pretty sure this is correct. This was stated in one of the updates, and I don't think they've revised this particular design decision since. At least, if they have, they haven't mentioned it.

#14 Rufus Ingram

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Posted 03 December 2014 - 11:18 AM

Thanks for pulling this together.

#15 Zeece

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Posted 03 December 2014 - 11:21 AM

View PostVeritae, on 03 December 2014 - 11:07 AM, said:

A quick clarification.

As I recall, factions will be able to defend other factions in Clan v IS attack/Defend. You've stated that Steiners can't defend FRR planets, but they can when the FRR planet is being assaulted by Clan Wolf, for instance. Has this changed from the original design to prevent mixed IS from defending against a Clan attack and vice versa?


This is sadly true.. I asked Russ about it last week.. he said that if I wanted to help defend Kurita I best take a Kurita contract once my Steiner contract expired.

#16 Zeece

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Posted 03 December 2014 - 11:29 AM

View PostKirkland Langue, on 03 December 2014 - 11:12 AM, said:

"If in a Group All Players must be from the same Unit. (Smaller Units can not group up to make bigger groups)"
I must have misread this in the past, as I thought they were saying something else...


This is kinda a big deal. What this means is that 2 friends can't drop into CW together unless they are in the same Unit. So even if you both are members of the same faction, you still couldn't drop together unless you are under the same actual contract.

I get the feeling that this requirement will be revisited and the restriction loosened. I expect that it leads players to drop into the group queue instead of CW queue.


CW is very much about coordinated efforts its not about fun social drops like what goes on in the Public Que... this is going to be the hardcore mode for MWO... Its going to require us to bring a completely different mind set to the game.

#17 Mott

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Posted 03 December 2014 - 11:34 AM

View PostZeece, on 03 December 2014 - 11:29 AM, said:


CW is very much about coordinated efforts its not about fun social drops like what goes on in the Public Que... this is going to be the hardcore mode for MWO... Its going to require us to bring a completely different mind set to the game.


Exactly, and the group drop restrictions are in place for good reason.

Think of the horrors that'll happen if they launch without these restrictions... it would be a matter of minutes until folks from say, Marik are grouping up with buds from, say FRR, to defend against a clan attack... and then backstabbing said team and throwing the match because Marik is initiating a major war against FRR and helping the clans beat them is a great way to weaken them against future Marik attacks.

#18 DasSibby

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Posted 03 December 2014 - 11:36 AM

Good to see another Member of the Rangers!

And great summary job. Now... we wait...

#19 BatWing

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Posted 03 December 2014 - 11:46 AM

great post, first of all, thanks a lot.


I have a concern about this line:

Quote

[color=#CCCCCC]If the Attackers destroy all the Defending Mechs without destroying the Cannon and Base Components within the set Time limit the Attackers will be given a Lose.[/color]


i like the idea that Killing the full enemy defense is not providing the victory condition, HOWEVER, without i need to explain the particulars, do you see there is a massive chance of SPOILING THE RULE BY DEFENDERS?

if i misunderstood, please explain better, but that concerns me a lot.

thank you.

#20 DEMAX51

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Posted 03 December 2014 - 11:50 AM

View PostBatWing, on 03 December 2014 - 11:46 AM, said:

great post, first of all, thanks a lot.


I have a concern about this line:


i like the idea that Killing the full enemy defense is not providing the victory condition, HOWEVER, without i need to explain the particulars, do you see there is a massive chance of SPOILING THE RULE BY DEFENDERS?

if i misunderstood, please explain better, but that concerns me a lot.

thank you.

I don't fully understand what you mean by "spoiling the rule by defenders." Can you rephrase your question?





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