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Proposing A Dropdeck System Change For The Unit Queue That Still Would Allow Dupes


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#1 Kin3ticX

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Posted 15 March 2016 - 04:03 PM

The current tonnage limit system is getting old for me but it is also perhaps flawed. The tonnage has danced around between 240 and 265 over the past 6 months or so. You could have 3 TDRs and a Blackjack at 240 and upping to 260 just means you could have a 4th Thunderbolt.

If PGI were to slap in some kind of 'mech, variant, or class limit at this point, the e-riots from people who purchased 3 or 4 of something just for CW would be intense. Many many many CW players have bought dupes just for CW at this point 1+ year into the mode. I know of one player with 7 top dogs and I recall someone even buying 3 CTF-0XPs just for CW when they were new in the web store. PGI makes money on this feature but I also don't think it has to go.

However, increasing tonnage so that people can bring more Assaults really just means fewer lights and more heavies unfortunately. On top of that, front loading with a couple 100 tonners also is not what many players are doing anyhow.

There are also a few players that want to bring 4 lights without horrifically gimping their team and dont particularly care for larger mechs. Lets face it, lights just are not showing up in force when tonnage is at 260.

I have heard the idea for group tonnage thrown around but I am not in favor of this and I wont make a wall of text about why here.

anyways......

Lets create a "class specialist system" of some kind where each side gets 3 specialists for each class of mech. This way if you really like assaults you could have 4 and if you really really like lights you can also have 4.

this idea was contributed and I like it more than mine
http://mwomercs.com/...ost__p__5083406

Edited by Kin3ticX, 16 March 2016 - 05:15 PM.


#2 Antonius Rex

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Posted 15 March 2016 - 07:32 PM

+1

This is a great idea that PGI should look at.

It would really allow lights back into things, as well as allow pilots to specialize in certain classes, which can be difficult for any class other than heavies currently.

#3 sycocys

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Posted 15 March 2016 - 07:51 PM

The respawn system itself is shallow and boring to play. Having "specialists" is meaningless if there is no reason to have them, just throwing a system like this into the game isn't actually going to help things out because the CW game mode/maps are designed to be played with heavies and assaults.

#4 BashT

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Posted 15 March 2016 - 08:02 PM

I do like this proposal. But there are 2 big issues i do see. First of all rewards are paid by dmg done mostly. So med light would be left outside a bit. Hard times pushin in a base with turrets on a light. #2 the cw maps with the actual game mode are to tiny to actually make the best out of lights.
Another point is that non organized groups or even 8 mans will have a hard time like filling the needed slots. Guess mwo simply has not the playerbase to do this in 12v12. Maybe shrink groups down to like 4v4 6v6 8v8. Would make matches even more teamplay based.

#5 Kin3ticX

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Posted 15 March 2016 - 08:28 PM

View Postsycocys, on 15 March 2016 - 07:51 PM, said:

The respawn system itself is shallow and boring to play. Having "specialists" is meaningless if there is no reason to have them, just throwing a system like this into the game isn't actually going to help things out because the CW game mode/maps are designed to be played with heavies and assaults.


Maybe is all just mental masturbation but I still try to work around the parameters we have and give a suggestion :P

#6 Kin3ticX

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Posted 15 March 2016 - 08:36 PM

View PostBashT, on 15 March 2016 - 08:02 PM, said:

I do like this proposal. But there are 2 big issues i do see. First of all rewards are paid by dmg done mostly. So med light would be left outside a bit. Hard times pushin in a base with turrets on a light. #2 the cw maps with the actual game mode are to tiny to actually make the best out of lights.
Another point is that non organized groups or even 8 mans will have a hard time like filling the needed slots. Guess mwo simply has not the playerbase to do this in 12v12. Maybe shrink groups down to like 4v4 6v6 8v8. Would make matches even more teamplay based.


I think rewards would be fixable. If there was a shortage of light specialists for example they could give an incentive to be one. Your 3rd point, they could losen the matching system and give the mix group a +handicap, so if they need a light specialist but only a medium is available, it will still kick off.

This is more geared toward the unit queue than the non unit queue but it something like it could work for both then fine

#7 sycocys

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Posted 15 March 2016 - 09:05 PM

The idea isn't bad entirely, it's just not going to work well with the current CW design. Pushing anything less than a majority of heavies/assaults through the gates on the attacking side is going to result in a 99% win ratio for the defending side - regardless of that sides composition.

Basically it would take boring as hell but sort of balanced and turn it into matches that are completely unbalanced for whichever team draws the defense side of the map.

CW's entire design breaks itself. It wants to be a moba like Dota, which "could" work but PGI put no thought at all into the actual design flow of the maps or matches. They just re-drew some maps that looked like DOTA overheads and thought that would be good enough.

#8 vocifer

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Posted 16 March 2016 - 12:02 AM

Bringing some "roleplay" elements is always good. The only thing I don't like is that it requires matchmaker for keeping the decks in a way you described. And I don't think we should ask for any kind of tools that disperse queued players in CW even more.

How about an idea if we try to equalize "light specs", "assault specs" and others by effectiveness, so that choosing light speciality doesn't hurt your team offensive abilities. That will give freedom for anyone to choose any role they want and have light 12mans or assault 12mans possible.

First that comes to mind as a solution for the above is giving an option between three kinds of decks (numbers are tweakable ofcourse):

light deck: 5 slots 120-160 ton.
regular deck: 4 slots 200-240 ton.
heavy deck: 3 slots 260-300 ton.

Yes, this will lead to three-wave match cycle with lights and some regulars required to reinforce, which might not actually be bad.

#9 Soulos

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Posted 16 March 2016 - 08:27 AM

View Postvocifer, on 16 March 2016 - 12:02 AM, said:

Bringing some "roleplay" elements is always good. The only thing I don't like is that it requires matchmaker for keeping the decks in a way you described. And I don't think we should ask for any kind of tools that disperse queued players in CW even more.

How about an idea if we try to equalize "light specs", "assault specs" and others by effectiveness, so that choosing light speciality doesn't hurt your team offensive abilities. That will give freedom for anyone to choose any role they want and have light 12mans or assault 12mans possible.

First that comes to mind as a solution for the above is giving an option between three kinds of decks (numbers are tweakable ofcourse):

light deck: 5 slots 120-160 ton.
regular deck: 4 slots 200-240 ton.
heavy deck: 3 slots 260-300 ton.

Yes, this will lead to three-wave match cycle with lights and some regulars required to reinforce, which might not actually be bad.


Something like this would be fun as hell. I would happily pay tonnage for extra slots.

Edited by Soulos, 16 March 2016 - 08:39 AM.


#10 Lord Creston

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Posted 16 March 2016 - 12:48 PM

How about a split weight restriction...
Mech slot 1 & 2 have 155 ton limit.
Mech slot 3 & 4 have 90 ton limit.
(tonnage can vary to max variety)
Probably not hard to implement, easy to understand, and doesn't rely on team make up.

#11 Kin3ticX

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Posted 16 March 2016 - 05:10 PM

View PostLord Creston, on 16 March 2016 - 12:48 PM, said:

How about a split weight restriction...
Mech slot 1 & 2 have 155 ton limit.
Mech slot 3 & 4 have 90 ton limit.
(tonnage can vary to max variety)
Probably not hard to implement, easy to understand, and doesn't rely on team make up.


I am liking this actually, it can achieve what I am looking for and it shouldn't cause any queue issues while also being less code intensive

Edited by Kin3ticX, 16 March 2016 - 05:13 PM.






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