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Cw Suggestions


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#1 J0anna

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Posted 13 February 2015 - 12:54 PM

After playing CW, I have a few suggestions for increasing the CW numbers and perhaps improving the CW experience:

1) CW should be more profitable than non-CW matches. The goal should be to get more people involved in CW, especially with VOIP around the corner. However the profitability should come from LP’s, not in-match cbills.

2) LP rewards should be increased up to level 40 and scaled appropriately, perhaps including a variant of a mech only available through LP’s.

3) CW should include greater incentive to form long term commitments. In addition to having greater rewards and higher LP levels, CW should have greater penalties for killing enemy mechs, winning matches and/or destroying turrets. For example: currently you lose 15 LP’s for each enemy killed. This should be more like -150 LP’s for each enemy, -50 LP’s for each building/turret and -300 LP’s for each win. Then before you gain ANY LP levels with that faction, you must first overcome any negative LP’s.

4) All matches in the 8 hour window need to count toward planet control, with ghost drops counting as ¼ of a win (i.e. you need to win 4 ghost drops to overcome one 12 v 12 loss). Rather than showing the 15 zones all the time, the 15 zones could be used until 8 zones have been won, and then a win/loss meter face could be used showing which way the planet is heading. This would make the whole 8 hours more useful (as opposed to the last 3 hours or so).

5) PGI should make “special event” worlds. These should include worlds like Twycross, Turtle Bay, Luthien (in fact ALL Capitals should be able to be captured), Tukayyid, Radstadt, and Trell. Of course when a capital falls a provincial capital should spring up until no planets are left (see #6). These events should last a weekend (at least) and for Tukayyid at least a week. Terra should last a month. There could be a special cockpit item given to commemorate 10 CW drops in that battle. It should be available for all to attack or defend, with the most significant contributing faction getting the planet.

6) When a capital falls, a provincial capital should spring up until no planets are left. The faction should be out of CW for one week, then a planet should open up for capture with that planet becoming the new provincial capital (this is hard-mode after all). This should result in some epic battles that players will remember for a long time.

7) There should be advantage to signing permanent contracts. Once per week, all permanent contract players should get to vote on one of 3 or 4 planets to invade. The next day that planet should be available for that faction to invade (with the caveat that it must border a world in that faction). The vote can be in game, or on the website, and should have minimum voting requirements (i.e. minimum numbers of players voting) to count. "Special event" worlds would be exempt.

8) Finally PGI should further reach out the players to get as much player buy-in in CW. The more control we have in our faction, the more vested we are in the game; the greater own enjoyment and the greater the results for PGI. We want CW to be epic and the more we have vested in it, the more epic it will be. Eventually allowing groups to make enforcible alliances, treaties, and having control of their destiny.

#2 oldradagast

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Posted 13 February 2015 - 01:10 PM

There are a billion things that could be done with CW, from adding economics, special events on certain worlds, players councils, title-based rewards for heroic battles and conquests, and so on.

Unfortunately, right now we have a rehash of the old 12-man queues (with PUG's and casuals thrown in to fluff up the population numbers and provide targets), 3 maps, and 1 game mode.

They say "more is coming!" but they'll need to add A LOT to CW before it has any real depth to it, IMHO.

Edited by oldradagast, 13 February 2015 - 01:11 PM.


#3 Surn

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Posted 13 February 2015 - 11:56 PM

Expanded Planet maps... http://mwomercs.com/...cw-planet-maps/





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