Its been a while since this topic has been updated. While I do not want to distract the dev team from the real work of actually getting the game out the door, I am helpless to resist the temptation to ask for more info on Community Warfare. I bought into Legendary on the hope and prayer that there would be a strong implementation of faction vs faction warfare, making this the defining issue for me. Whether a PPC fires once in 10 seconds or some other value is largely irrelevant to me.
My first point of concern is whether the bits of info gleaned from here
still represents the approach PGI is taking to Community Warfare regarding Factions vs Mercs. Whether the design approach is centered on Faction being "passive" and Mercs being "active", or whether the overall design plan will focus on gradually implementing player run factions. I don't mind a long delay, I am just hoping that there is some sort of commitment to seeing it in the game at some point.
When I first found this game, the vision that I had is that Houses would be the focus of development; but I realize that I had my blinders on and I was reading things selectively hoping to see a reboot of MPBT. After all, in the BT lore, it was all about House vs House conflict raging across the whole I.S., not about mercs vs mercs. And since there has been such a focus on staying true to the "lore", I kinda naturally assumed that keeping true to the weapon values implied keeping true to the spirit of the lore behind the game.
However, I do understand that implementing player run factions is a very significant challenge. The way it was done in the past (which I am honest enough to admit is really what I am asking for) may not be feasible. There are a wide range of suggestions from the player base on how to do Community Warfare; I am really curious to see if these threads have had an impact on design discussions on how to do CW.
In terms of thread volume, this thread
has had a lot of interesting discussion principally focusing on a model of merc vs merc direct matchups for territorial control; similar to the way it was done in WoT. While I definitely do not like this approach, in terms of popularity I might be in the minority. My objection to this approach is that I personally hated the system of scheduled matches. In this model one is required to schedule ones life around the game rather than the other way around.
I offered some ideas in this thread
, focused on offering a few ideas in favor of an MPBT reboot attempting to incorporate some of the announced concepts in the dev blog; shameless plug.
But, once I discovered the thread entitled MPBT: 3025 I realized that there was a much better description of what I wanted, SS's thread located here
describing the design specs for the long canceled game. Now obviously I know we wont see everything listed there as described given that its the product of another company and despite the game being long dead its proprietary material. However, I know that PGI could easily abstract the key concepts and implement them in a unique way. What I am after is a system that has a strong implementation of factions with a chain of command and a strategic metagame to sink my teeth into.
And so I work my way finally to this thread, hoping to get an update on what we are likely to see down the road after we hit the 90 day mark of Open Beta.
Edited by Kyrie, 20 August 2012 - 02:01 PM.