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The Current Cw Incentives Pushed Further.


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#1 Lily from animove

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Posted 04 September 2015 - 03:57 AM

I think the idea of the Liao and Marik small events were nice.
But then, will people, once the goal is reached, keep playing? most probably not. Also, I miss the "honor" of those players being rewarded with LP.

You probably need to set up long term goals, like: reach planet X within time Y. You can throw in specific items for this, like soem cockpit items, or MC again or such.

Further make a public list of all players involved, and special naming for some performing especially well. (E-peen actually motivates a lot people)

There are some Ideas I do have, but i am not sure which would work how well.


Many people say CW has boring gamemodes, yet tbh compared to the public queue modes, CW matches are still more, and more fun. What CW really lacks are icentives and the way how people can affect the course of a faction.

So let me give some ideas, my thoughts about them and possible issues.



Idea one: changing planetary values and their distribution.

Or entirely make plantes values different, instead of a planet having a worth of 100k giving it for each match won there, make it worth like 100.000.000 c-bills. (values are a matter of change of course) which are paid out divided by the amount of people.

Factions with more players will get a bit less appealing, since chances to "share" the money is lowered, while factions with not so many players will distribute more money on said planet to the few players.

For attacking:
So every win grants each pilot involved in the win a token. if a planet is conquered, The money gets divided by the entire amount of tokens and each pilot gets the payment for his collected tokens on that planet.


optional for defending
For defending: 3/4th of the plants value will be divided. the rest of the money goes ontop of the planets value, so that it gets with time more and more appealing for attackers.

optional:
include Loyality points as rewards into this

Issues:
If no one attacked the planets or mabye only a 12 man, and a single 12 man defended it successfully, it would mean 75millions get distributed to 12 people. That is of course too much. So some kind of emchanic needs to prevent "overpayment" for such edgecase situations.



Idea two: dynamical Planetary values based on the factions strength.

As I suggested before, I think this is still a great idea to autobalance factions. And numbers are again a matter of change.

Ok, every planet of a faction has its value based on the factions strenght.

lets say The formular for the additional money a battle grants is: Number of planets of the holding faction divided by 10 * a specific sum of money. (ohther formuals could be sued as well)

This means a faction gathering a lot planets will have a rise in their planets values. while nearly extinct factions have nearly no value anymore. This makes conquering planets of bigger factions more rewardable.

optional 1:
use idea 1 to defina a planets value. by maybe makign it 200k Cbills * number of planets or whatever sums up proper values for planets.

optional 2:
Add additional value to a planet every period it was succesfully defended, which only will be distributd to attackers. To increase the value of a planet over time and make it a more appealing target.

optional 3:
also inlcude Loyality points into planetary values.

Issues:
I don't know yet, its an autobalancing system whih should leave not much to abuse.

idea two is going to give mercenary units a lot more incentives to swap to small factions to grab bigger rewards and also to motivate soloplayers of said factions to hop into CW once a planet's values exceeds the income of public queue drops.



Idea 3: Warfare-C-Bills

give an additional Warfare-C-bills. values on planets, They only go to Unit coffins. And Units can "spend them" on specific planets, to redefine the C-Bill (non W-C-BILL) Value of a planet.

This would guide smaller Units and PUGS into attacking/defending specific faction held planets. And Units cna gain a specific amount of "control" into which direction CW goes.

optional 1:
can be combined in the way how W-C-Bills distributed with idea 1 and/or 2

optional 2:
Unit members can put C-bills in the Units coffer, which currently has no use and the Units leaders can put these C-bills on planets as well.

optional 3:
Only Untis with a contract lnght lasting longer than 15 days or loyal Units are allowed to gather and spent W-C-bills ( to prevent mercs abusing this or short term contractors).
With this option a unit that has a contract chosen for 30 das, but only 10 days left, there should be an option to renew the 30 day contract to increase it to 30 days again and be able to spent C-W-Bills.

issues: ? unknown yet, any was to abuse



idea 3.1 defining a new contested planet

This is based on Idea 3, yet not limited to idea 3. Instead of an algorithm deciding the next planet to contest, the game will check all planets available at the borders for their value. and the planet with the highest value will be chosen as the next contested planet. If multple planets have the same value, its ether random or chosen by the old algorithm

optional:
if 2 planets have the same value but a clan faction has to be given a new planet, the distance to terra will decide priority.

issues: ? unknown yet, any was to abuse?


Idea 4. Removing 2 contested planets per faction border

CW lacks population to give that many border contested planets. So instead of having a "defend" and an "attack" planet there will be only one "contested" planet now.
Further more, attacking is more appealing and easier than defening, which makes many people not pugs going to attack all the time. this idea swaps the mechanic by forcing a faction to "defend" properly befoe being able to "attack"

Some definitions:

"contested Planet": a planet on which a battle takes place.
"Defender" :is the former faction that owned the planet before it went into the status "contested".
A planet counts as "succesfully defended", when the former owner wins the period by holding the planet.
A planet is "lost/conquered", If attackers conquer a planet by holding more than 50% territories at the end of the period.
"Attackers": the faction that did not own the planet beofre it turned into the state "contested"
"A save planet" is the new status of a contested planet when being succesfully conquered or defended. it can not be the a new "contested" planet within this factions borders. It can however be a contested planet when another faction has a border to this planet not being involved in the former contest of this planet..


How the system works:

So every border will get a single contested planet, When a planet is successfully defended, it becomes a save planet, and a new "contested" planet is chosen at the border. The new contested planet will be chosen from the faction that failed to conquer the planet.
If a planet is conquered, it will turn into a save planet. A new planet at the border within the defenders territory will be chosen as "contested".
If conquering a planet or defending a planet ceases a common border between the faction contesting the planet, no new planet will be chosen.
If a new border is created by a planet being conquered at the border from a third faction, The planet closest to the conquered planet will be the new contested planet. Basically making it a defend this planet from attackers before you can push further into the opponent faction.


optional idea 5 in combination with idea 4 and idea 3.1: Allow multifaction contested planets to appear.

When chosing borders and the highest valued planet has borders to multiple factions the planet will be contested by multiple factions. The former owner is the defender until the planet is conquered.
To conquer a multifactional contested planet one of the attackers needs to own 40% of the plant but more than any other faction. The planet counts as defended if more than 50% of the planet is owned by the defender, otherwise it stays as contested.
If the planet succesfully defended it becomes a save planet and new borders are decided as described in idea 4

little examples:

1 planet is contested by 3 factions: former owner is Liao

Liao
Marik
Clan Wolf.

Situation 1: successfully defended, borders proceed as in idea 4. because liao established a proper defense.
Liao holds 55%
Marik: 20%
Clan Wolf 25%


Situation 2: unsuccessfully defended, borders do not proceed, the planet stays contested, Liao stays in defender role but didn' secured the planet.
Liao holds 45%
Marik holds 15%
Clan Wolf holds 40%


Situation 3: unsuccesfully defended/failed conquest. Borders do not proceed, territories are not reset and stay in the ownerhsip of formers period end status. The planet does not own anyone in "defender" role anymore.
Liao holds 30%
Marik holds 35%
Clan Wolf holds 35%

Situation 3a: unsuccesfully defended/failed conquest. Borders do not proceed, territories are not reset and stay in the ownerhsip of formers period end status. The planet does not own anyone in "defender" role anymore.
Liao holds 20%
Marik holds 40%
Clan Wolf holds 40%

Situation 3b: unsuccesfully defended/failed conquest. Borders do not proceed, territories are not reset and stay in the ownerhsip of formers period end status. The planet does not own anyone in "defender" role anymore.
Liao holds 40%
Marik holds 20%
Clan Wolf holds 40%


Situation 4: succesfully conquered/failed defense, planet changes ownership to Clan Wolf, new bordes are chosen as in idea 4.
Liao 35%
Marik holds 25%
Clan Wolf holds 40%

Situation 4a: succesfully conquered/failed defense, planet changes ownership to Marik, new bordes are chosen as in idea 4.
Lioa 0%
Liao holds 10%
Marik holds 45%
Clan Wolf holds 40%

In know I could have made the simple rule of more than 50% ownership needs to be held in a planet, but this verision seems to add more spice into some close ending contests.

Edited by Lily from animove, 04 September 2015 - 04:32 AM.


#2 IIIuminaughty

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Posted 04 September 2015 - 08:30 AM

View PostLily from animove, on 04 September 2015 - 03:57 AM, said:


optional idea 5 in combination with idea 4 and idea 3.1: Allow multifaction contested planets to appear.

When chosing borders and the highest valued planet has borders to multiple factions the planet will be contested by multiple factions. The former owner is the defender until the planet is conquered.
To conquer a multifactional contested planet one of the attackers needs to own 40% of the plant but more than any other faction. The planet counts as defended if more than 50% of the planet is owned by the defender, otherwise it stays as contested.
If the planet succesfully defended it becomes a save planet and new borders are decided as described in idea 4

little examples:

1 planet is contested by 3 factions: former owner is Liao

Liao
Marik
Clan Wolf.

Situation 1: successfully defended, borders proceed as in idea 4. because liao established a proper defense.
Liao holds 55%
Marik: 20%
Clan Wolf 25%


Situation 2: unsuccessfully defended, borders do not proceed, the planet stays contested, Liao stays in defender role but didn' secured the planet.
Liao holds 45%
Marik holds 15%
Clan Wolf holds 40%


Situation 3: unsuccesfully defended/failed conquest. Borders do not proceed, territories are not reset and stay in the ownerhsip of formers period end status. The planet does not own anyone in "defender" role anymore.
Liao holds 30%
Marik holds 35%
Clan Wolf holds 35%

Situation 3a: unsuccesfully defended/failed conquest. Borders do not proceed, territories are not reset and stay in the ownerhsip of formers period end status. The planet does not own anyone in "defender" role anymore.
Liao holds 20%
Marik holds 40%
Clan Wolf holds 40%

Situation 3b: unsuccesfully defended/failed conquest. Borders do not proceed, territories are not reset and stay in the ownerhsip of formers period end status. The planet does not own anyone in "defender" role anymore.
Liao holds 40%
Marik holds 20%
Clan Wolf holds 40%


Situation 4: succesfully conquered/failed defense, planet changes ownership to Clan Wolf, new bordes are chosen as in idea 4.
Liao 35%
Marik holds 25%
Clan Wolf holds 40%

Situation 4a: succesfully conquered/failed defense, planet changes ownership to Marik, new bordes are chosen as in idea 4.
Lioa 0%
Liao holds 10%
Marik holds 45%
Clan Wolf holds 40%

In know I could have made the simple rule of more than 50% ownership needs to be held in a planet, but this verision seems to add more spice into some close ending contests.


Mechassault 1 and 2 concept.

#3 Lily from animove

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Posted 04 September 2015 - 09:38 AM

View PostIIIuminaughty, on 04 September 2015 - 08:30 AM, said:


Mechassault 1 and 2 concept.


I only know by name that a game like this exists, care to explain a bit about mechassault? Also how cna it have this concept, was that a multiplayer game? I doubt it. Otherwisethere woudl be more fuzz about it.

Edited by Lily from animove, 04 September 2015 - 09:38 AM.


#4 IIIuminaughty

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Posted 04 September 2015 - 12:40 PM

View PostLily from animove, on 04 September 2015 - 09:38 AM, said:


I only know by name that a game like this exists, care to explain a bit about mechassault? Also how cna it have this concept, was that a multiplayer game? I doubt it. Otherwisethere woudl be more fuzz about it.


https://en.wikipedia...lt_2:_Lone_Wolf

-single player gameplay

multiplayer Gameplay

conquest intro (community warfare )

http://www.gamespot....e/1100-6110528/ Small explanation to how conquest works

Can't find a image that direct shows how the conquest map look (community warfare for mwo) but instead of having two factions battle it out for one planet it had multiple factions that could be fighting for a planet if it had direct line to it. And it worked off % of what faction held most of the planet. Conquest failed after a couple of months being played live due to poor designing. And yest it did have multiplayer, it was on xbox live.

#5 Spleenslitta

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Posted 04 September 2015 - 09:36 PM

Even if they gave us all these bonuses and boosted C-bill and GXP rewards by 500% i still wouldn't play CW. Why?
Because the maps are filled with unclimbable walls and bottlenecks. This leads to slugging matches at the gates. Boring.

#6 X T R E M E

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Posted 07 September 2015 - 03:01 AM

I agree ,more money for the cw ! More reward for those who use less mech !

#7 Lily from animove

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Posted 07 September 2015 - 07:37 AM

View PostSpleenslitta, on 04 September 2015 - 09:36 PM, said:

Even if they gave us all these bonuses and boosted C-bill and GXP rewards by 500% i still wouldn't play CW. Why?
Because the maps are filled with unclimbable walls and bottlenecks. This leads to slugging matches at the gates. Boring.



sry but yeah thats how it is,would you build a military important place in a wide open uncovered area?


View PostIIIuminaughty, on 04 September 2015 - 12:40 PM, said:

it was on xbox live.



No wonder it failed, lol

also, looks very arcadish tbh. and so colorful ^^ also, the wa yhow the emch instanly switches directions, weill make sme not wonder too mcuh why people may disliked it. it looks very unmech like :P, especially compared to the sequence showed in the last vid. So from a point of BT it seems not very fitting at all. Still kinda looks fun at all.

Edited by Lily from animove, 07 September 2015 - 07:39 AM.


#8 IIIuminaughty

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Posted 07 September 2015 - 07:54 AM

View PostLily from animove, on 07 September 2015 - 07:37 AM, said:



sry but yeah thats how it is,would you build a military important place in a wide open uncovered area?





No wonder it failed, lol

also, looks very arcadish tbh. and so colorful ^^ also, the wa yhow the emch instanly switches directions, weill make sme not wonder too mcuh why people may disliked it. it looks very unmech like :P, especially compared to the sequence showed in the last vid. So from a point of BT it seems not very fitting at all. Still kinda looks fun at all.


#1 rated game at the time of release (platinum mechassault 1 and 2) the conquest failed but the multiplayer was still kicking even when xbox 360 came out

#9 Spleenslitta

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Posted 07 September 2015 - 10:00 AM

View PostLily from animove, on 07 September 2015 - 07:37 AM, said:

sry but yeah thats how it is,would you build a military important place in a wide open uncovered area?

Makes sense when looked at from a real life perspective but this is a game. Not real life.
Besides i'm not talking about an uncovered area and you know it. The maps we fight on is just not natural looking.
There aren't many places in the world that has steep cliff walls all over like this.

There are plenty of other ways they could have done it. A fortress made out of buildings designed to be defended by mechs.
With some hills and stuff outside the fortress so the attackers could fire inside. Low enough walls so that mechs with lots of JJ's could jump over the walls at all points.
Mechs with fewer JJ's can only get over at certain spots that are mostly easily defended.

A big hill with a few buildings to defend it on top but nothing close taller than it. So it would be a natural highground but climbable.
Or an underground maze with a lot of passageways. I mean a lot. Naturally the defenders would have some kind of advantage.
A fortress with hot areas outside so the attackers are hotter than the defenders which gives the defenders the advantage.
Geysers like the ones on Caustic drives the heat up outside the fortress and the fortress being built on a place without geysers.

All it takes is a bit of imagination.

Edited by Spleenslitta, 07 September 2015 - 10:04 AM.


#10 Vellron2005

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Posted 08 September 2015 - 03:17 AM

Oh look.. another thread about "how to make CW better"..

How cute.. :wub:

You know PGI doesn't read these, right?

Sorry mate.. That's just how it is.. <_<





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