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More Ideas For Cw Phase 4


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#1 Davegt27

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Posted 22 December 2015 - 04:58 PM

Ideas

1) A CW focus group or panel to consolidate the best ideas for CW phase 4


2) Probably number one on the list would be an economy for CW but I was thinking it does not have to be a monetary (that is money) reward that would fill unit coffers.

3. Special forces play: some might call this an organized team missions this would be a new or modified game mode
This would be 4 to 12 man teams and they are tasked with deep interdiction mission into enemy
Territory, single drop covert missions

(A) Attack the command and control site on planet "X"
{B} Rescue mission: attack the prison on planet "X"
(C) Supply mission: attack the supply depot on planet "X"
(D) Fighter sweep: Kill bad guys

Strike teams are given 1 day to plan and assemble there strike teams
One of the mission parameters is to cut down on the death balling.

This will be a liner drop instead of a mass drop also too many mechs gather together would trigger seismic and electronic detection and you might be attacked by all kinds of stuff (from a lot of Mechs to artillery strikes)

More to come

Davegt27

Edited by Davegt27, 22 December 2015 - 05:00 PM.


#2 GI Journalist

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Posted 22 December 2015 - 08:46 PM

1. Create a Faction Play match maker that automatically pairs ready teams of 12, 8, or 4 against an opponent who is ready to play. Waiting 10 minutes for an opponent is bad. Having live opponents go to empty planets and do ghost drops rather than be available for a match is worse.

2. Add a contract system that lets mercenaries take short term contracts. Incorparate the contract system into the Faction Play matchmaker.

3. Have the contract be a series of different kinds of fights in a campaign, not just the same objectives over and over again.

4. Add Dragoon ratings that track how well the units do in Faction Play. This lets units to compete for recognition and noteriety.

5. Remove player control over map strategy. Mercenaries and even House units shouldn't dictate where the fight is, or even who they get to fight. They control their Mechs and the tactics they use.





#3 Jae Hyun Nakamura

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Posted 23 December 2015 - 01:16 AM

We're not really into CW phase 3 and you want to talk about 4?

View PostGI Journalist, on 22 December 2015 - 08:46 PM, said:

1. Create a Faction Play match maker that automatically pairs ready teams of 12, 8, or 4 against an opponent who is ready to play. Waiting 10 minutes for an opponent is bad. Having live opponents go to empty planets and do ghost drops rather than be available for a match is worse.




Somebody will always have to wait, no matter what you do! And a matchmaker for CW is like a Matchmaker for Football or Amerikan Football...so only the 2 to 4 best teams should be allowed to compete eachother? I think that is not competitive at all.

#4 Davegt27

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Posted 23 December 2015 - 05:20 AM

yep

we missed the boat on phase 3 so it has little change

#5 Kjudoon

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Posted 23 December 2015 - 05:35 AM

Here is an solution to help burnout and value for all battlefronts.

I want to see the end of 3 ceasefires a day and go back to a slower daily cease fire where all hours are balanced equally by time and not battle. We are burning people out and discouraging them by seeing battle lines completely reverse as each server seems to have it's own ceasefire which isn't really working.

Use the boxing round scoring method. (Punches are scored and totalled to win the round) The side with the most wins that hour (with ghost drops being counted as a fractional point) wins a point towards victory. The side with 12 victory points wins the planet. (one hour or left unscored set aside for cease fire.)

If more than 12 points but less than 16 points are earned, the planet can be counterattacked with the opposing side that won now in control of it defending the territory and gaining any advantaged imparted. If 16 or more points are won, the planet enters 'cool down' and cannot be counterattacked for 1-2 days after even if the faction votes for it.

If no matches are fought that hour, the faction that has possession of the planet gets the point.

If there is a tie, the possessing faction wins it.

<><><>

The problem we have right now is that there are too many hours deemed worthless to play because any gains are instantly reversed. Using this method, every hour, no matter how hotly contested can lead to advancement towards victory. Even a single enemy ghost drop in an uncontested hour can yeild a point towards victory. This makes all hours of the day valid, not just the last couple before the cease fire.

You can still use the whole battle sectors for controlled territory and limit the amount of teams that can drop on world at one time. Lots of stuff that you can do, plus it slows the tempo of war so those players who cannot spend all day every day watching this can make a valuable impact no matter when they play around the world.

I really REALLY hope PGI listens to this idea. I've been touting it since we went to 3 ceasefires daily.

#6 TWIAFU

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Posted 23 December 2015 - 05:47 AM

View PostDavegt27, on 23 December 2015 - 05:20 AM, said:

yep

we missed the boat on phase 3 so it has little change


Didn't watch the video teaser do you?

#7 Kjudoon

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Posted 23 December 2015 - 05:52 AM

View PostTWIAFU, on 23 December 2015 - 05:47 AM, said:


Didn't watch the video teaser do you?

I did... That's why I'm hopeful on some things, cringing on others.

The concept of putting 'meaning' back into winning planets has me worried as to what THEY mean by 'meaning'. My gut thinks this means a more dynamic economy, prices fluctuating and discounts or penalties for buying equipment inside and outside a faction, and possibly the return of R&R... because otherwise, why have 'meaning' to winning any planet? Right.

Consequences need to exist, both good and bad. My fear is what PGI means by that.

#8 Dawnstealer

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Posted 23 December 2015 - 06:04 AM

View PostDavegt27, on 22 December 2015 - 04:58 PM, said:

Ideas

1) A CW focus group or panel to consolidate the best ideas for CW phase 4


2) Probably number one on the list would be an economy for CW but I was thinking it does not have to be a monetary (that is money) reward that would fill unit coffers.

3. Special forces play: some might call this an organized team missions this would be a new or modified game mode
This would be 4 to 12 man teams and they are tasked with deep interdiction mission into enemy
Territory, single drop covert missions

(A) Attack the command and control site on planet "X"
{B} Rescue mission: attack the prison on planet "X"
(C) Supply mission: attack the supply depot on planet "X"
(D) Fighter sweep: Kill bad guys

Strike teams are given 1 day to plan and assemble there strike teams
One of the mission parameters is to cut down on the death balling.

This will be a liner drop instead of a mass drop also too many mechs gather together would trigger seismic and electronic detection and you might be attacked by all kinds of stuff (from a lot of Mechs to artillery strikes)

More to come

Davegt27

For B, maybe an airbase/spaceport would make more sense?

#9 Jae Hyun Nakamura

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Posted 23 December 2015 - 06:43 AM

I like this threads about ideas a lot, but now that we have a previev of what will come, why not built up ideas further on what we get?

First things first. I can't remember an idea thread without reimplementation of R&R, looks like the whole community wants this and why not give it to us? ( so here OP is not the only wishing for this )


Second, for as i know from the vid PGI tries to give loyalist teams the possibility to vote for an attack route. As this will be phase 3, why not go into transport routs for the player/players mechs, too. I wrote it down in another thread and i would really like to see the players companies/dropships on different planets.

Let's say i choose to have my main planet somewhere near the borders at the start of a campagne, while playing falcons. As loyalist i vote with other loyalist members to attack further south into steiner territory along the FRR border. After one week of play we manage to get a five planet cluster in the south, now to participate in a fight near this border, i would have to get one Dropship or more somewhere near this border to attack/defend a close planet. Still hold some viable mechs on my homeplanet to be prepared for other attacks from the south/west.

Maybe the planet i have my Dropship on don't have a good infrastructure and my R&R automatically gets more expensive or there is something more important what boosts my loyalty or my c-bills earned etc.

Different modes and playstyles for diverse missions on the planets would be nice, too. We can find many fine Ideas on the Forums but let's look at the new 4x4 playstyle. SAR, Support and Stealth missions all with unique styles and different tonnage limits would be nice and possible. Information gathering by night and many others.

As for the new faction panel i would like to have a look at it first. Maybe it's nice and i like it, but maybe it's a nobrainer, we'll see, soontm

#10 Maxwell Albritten

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Posted 23 December 2015 - 08:30 AM

I would love them to remove the CW PUG funnels of allowing all IS to defend against clan attacks and vice versa.

#11 Tasker

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Posted 23 December 2015 - 09:00 AM

Here's my idea: Remove Vitric Forge and Emerald Taiga, 2 worst maps in the game.

#12 GI Journalist

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Posted 23 December 2015 - 09:10 AM

View PostJae Hyun Nakamura, on 23 December 2015 - 01:16 AM, said:

Somebody will always have to wait, no matter what you do! And a matchmaker for CW is like a Matchmaker for Football or Amerikan Football...so only the 2 to 4 best teams should be allowed to compete eachother? I think that is not competitive at all.


I don't mind waiting. I just don't enjoy waiting, and then getting a "ghost drop" while a team from a faction I could be fighting, such as the Clans, House Davion or even House Marik, goes to wait on a different planet.

I would prefer a system in which teams get into the appropriate sized groups and ready up, so the game can create a "contract" for them to fight another ready opponent from one of the available opposing factions.

The current system, which lets the user pick a planet, not only leads to longer wait times, but is also exploitable, letting factions manipulate their drops so that either ghost drops decide the planetary outcome or only a very few matches at the end of the cycle determine the outcome. Forcing ghost drops on an opponent should not be a valid strategy, and the current system does nothing to prevent this.

#13 Davegt27

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Posted 23 December 2015 - 09:11 AM

GI's idea about a better MM gets my vote also having 4v4 8v8 and 12v12 could lead to shorter wait times

So this idea could solve two problems (wait times and MM)


I did watch the phase 3 video several times and basically what Russ talked about in June/July is what phase 3 looks like

The only other thing I see is a new look for CW maybe there is more but I did not see
That

Edited by Davegt27, 23 December 2015 - 09:15 AM.


#14 Dugra Dugrasson

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Posted 23 December 2015 - 09:15 AM

Variable contract values and tonnage limits. 4v4, 8v8, 12v12 matches. Faction Loyalty variant 'Mechs. Loyalty point store.

Does it go without saying? More maps.

Edited by nodebate, 23 December 2015 - 09:18 AM.


#15 Kyrie

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Posted 23 December 2015 - 10:00 AM

R&R is a fundamental game balance problem. R&R, in the form of Rearm costs, amounts to a tax on non-energy weapons, consequently they would need to be re-balanced to offset the cost by making them proportionately more effective. I am not sure we want to play that new meta. :-)

I am tempted to suggest that we just have "R", for Repair.

Setting that aside, my wishlist for phase 4:

1. RTS :
a. Mechs having a discrete location in the universe. Allow personal mechs to be loaned for use by units, thus becoming unit mechs. Mechs are moved on the map in the form of lances. Whenever a unit member uses a unit mech, the original owner gets a benefit (to be defined).
b. Logistics: implied opportunity cost now that mechs have a real location in the map. Travel time, benefit to having more mechs available.
c. Economy: Gaining resources and war materiel for conquering planets. Not discounts, actual supplies to be considered for Repairs as well as new mechs and weapon systems generally.
d. Campaign mode for building mechs: Mechs will have two identities, one for casual quick play as it is now with unlimited access to everything based on c-bills/mc: mechs, weapons, engines, parts, etc; and a separate identity for CW. Upon joining CW, your stable of personal mechs is cloned and converted to stock layout; your ability to customize your CW mech is limited based on the availability of supplies from the CW market (faction controlled resources), or your personally captured components. Thus you would have to grind out quite a bit within CW itself in order to field "meta". This would bring, for a brief moment in time, balance to the Force. ;-)

Edited by Kyrie, 23 December 2015 - 10:01 AM.


#16 AztecD

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Posted 23 December 2015 - 04:41 PM

If you don't have logistics, any planetary game mode is useless, unlimited mechs, unlimited drops, unlimited repairs, i mean why play for a planet if you already have it all?

- Buy a dropship
- buy a jumpship
- buy mechs

-move mechs from planet to dropship
-move dropships to jumpship
- move jumpships from planet a- planet b
- wait for jumpship to arrive
- raid or assault a planet with the limited resources you have

#17 GI Journalist

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Posted 23 December 2015 - 09:53 PM

MWO doesn't lend itself to strategic level movement, as it makes it more difficult for opposing forces to reach planets at the same time.

However, logistics could have an interesting impact on cost of refits and available tonnage.

#18 kesmai

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Posted 24 December 2015 - 01:25 AM

Nice ideas. We will not get them.
now go and buy this new mechpack over there...

#19 PerfectDuck

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Posted 24 December 2015 - 02:10 AM

The biggest thing I fear going forward is that if planets start mattering and if wins start mattering, and logistics and economy and all that, it will only linchpin what is already going on, making recovery impossible and the outcome known months in advance and the steamroll unsurprising. The losing side will get in even worse condition the more it loses, and the winning faction will only grow larger and larger.

Usually, to prevent this, games with a faction-vs-faction dynamic usually limit it to just 3 factions, so if one gets too big the other two team up against it and bring it back down. MWO on the other hand has 10 factions so if one faction is too difficult to fight, players will simply avoid it and attack another faction and there will either be no concentrated effort to take down the goliath or it won't be effective due to backbiters.

Edited by PerfectDuck, 24 December 2015 - 02:12 AM.


#20 Kjudoon

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Posted 24 December 2015 - 02:24 AM

View PostAztecD, on 23 December 2015 - 04:41 PM, said:

If you don't have logistics, any planetary game mode is useless, unlimited mechs, unlimited drops, unlimited repairs, i mean why play for a planet if you already have it all?

- Buy a dropship
- buy a jumpship
- buy mechs

-move mechs from planet to dropship
-move dropships to jumpship
- move jumpships from planet a- planet b
- wait for jumpship to arrive
- raid or assault a planet with the limited resources you have

Someone else gets it. Why doesn't PGI or the plague of merc locusts following the payola?





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