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Community Warfare As We Know It So Far, Plus Educated Guesses


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#1 borisof007

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Posted 01 April 2013 - 12:41 PM

I thought I'd create a thread detailing out how CW will be with the information we have so far (subject to change of course), and then projected guesses based on that information as well.

Lone Wolf - Able to join a battle on either side between factions, will not reap rewards of either faction (loyalty points aside if they're still being used). Play is very similar to how it is right now.

Faction - Set structure with set ranks created by PGI, passive bonuses given for players of certain ranks and for systems/battle fronts controlled by Faction. Examples may include "control this system and all players within faction have their heat sink purchase cost reduced by 10%", or maybe allow a head start on a map for a tactical advantage when defending it from attack if you already control it, or if you are of a high enough rank "all airstrikes and artillery strikes cost 20% less" or "new assault mech cost reduced by 10%". This could also possibly include access to faction specific equipment, for example, let's say PPC's used by house Steiner produce 10% less heat but have 10% less range. Again, just an example, and you'd be able to decide if you use faction/manufacturer specific equipment or just standard IS equipment.

Additionally, all mechs within your bay when joining a faction or a specific unit within a faction are painted in that units'/factions' colors. Faction may also include an officers' lobby where high ranking individuals can coordinate efforts in privacy.

Merc Corp - Custom structure controlled by player(s), custom ranks, can receive additional rewards/bonuses given for contributions to factions such as large C-bill rewards or even MC rewards. Unknown cost associated with starting merc corp (based on Bryan Enkman's statements on twitter). This is most likely to be either a VERY large c-bill initial cost or moderate MC cost. This most likely will include a central bank system used by the merc corp at some point. Think WoW guilds. Merc Corps can be hired on contract basis by members of Faction that have high enough rank OR it's an automated system controlled by PGI where Merc Corps bid against one another for rights to represent said faction, OR it's even easier than that, where merc corps will get paid on a performance basis for whoever they're aligning with and it's an automated system. The more wins and higher the contribution, the bigger the payout.

Community Warfare Phase 1
Allow players to form units and congregate and join factions. Battle for control of fronts/systems not yet implemented. Ranks may not yet exist on this level, subject to change.

Community Warfare Phase 2
Let players start to fight for something, control of fronts/systems, etc. Ranks introduced if not already, Merc corps able to fight on behalf of faction. This would be the meat of CW.

Community Warfare Phase 3
Introduction of clans, additional story/events after launch.

Edited by borisof007, 01 April 2013 - 12:45 PM.


#2 borisof007

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Posted 01 April 2013 - 01:07 PM

View PostNeverfar, on 01 April 2013 - 12:44 PM, said:

As much as I like the basic ideas behind what's coming up, it's weird to me to think of a mercenary paying for the privilege of being a mercenary. Isn't a mercenary supposed to be someone who does things for money?


Right, and just like in WoW there's a startup cost for starting a guild, and that's not even a f2p game!

I say "heavy c-bill cost" but in reality it might be something like 10 million c-bills, maybe even 20 mill. MC cost would be detrimental and Bryan agreed on twitter, premium account requirements or MC cost requirements for starting a Merc Corp is about a 99% no go. An option of c-bills or MC? I would definitely say yes, this would be the case.

#3 Nunspa

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Posted 01 April 2013 - 01:12 PM

View PostNeverfar, on 01 April 2013 - 12:44 PM, said:

As much as I like the basic ideas behind what's coming up, it's weird to me to think of a mercenary paying for the privilege of being a mercenary. Isn't a mercenary supposed to be someone who does things for money?



Think start-up costs.. they have to rent a drop-ship (or buy one), aerospace support, as well as spear parts and the ability to set up supply lines.

#4 Phalanx100bc

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Posted 01 April 2013 - 01:18 PM

A question for the more well-informed on planetary warfare.

How many maps will a planet have.....will we get the same maps for each planet. How many matches must you win in order to capture a planet.

It would kinda suck if the current maps( or the few more to come out before CW) are all the terrain we get to fight on considering all the worlds.

Or do I have an absolutely wrong idea on how this will work?

#5 Orzorn

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Posted 01 April 2013 - 01:37 PM

Reading the original dev blogs, as well with some of what we've heard a bit lately, it seems that "harder contracts" for corps will likely entail more restrictive tonnage limits (which I expect to see in some form or fashion even for standard drops).

So essentially, as corps get better and larger, they want to take better paying contracts, which will entail taking ligher tonnage load outs.

View PostNunspa, on 01 April 2013 - 01:12 PM, said:

Think start-up costs.. they have to rent a drop-ship (or buy one), aerospace support, as well as spear parts and the ability to set up supply lines.

Also, mercenaries (legally) must be signed up with the Mercenary Review Board (later the Mercenary Review and Bonding Commission) to be considered legitimate, otherwise they are considered bandit forces and will be fair game for anybody to destroy. So one could consider any costs to also go towards those fees to become registered.

#6 borisof007

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Posted 01 April 2013 - 01:40 PM

View PostPhalanx100bc, on 01 April 2013 - 01:18 PM, said:

A question for the more well-informed on planetary warfare.

How many maps will a planet have.....will we get the same maps for each planet. How many matches must you win in order to capture a planet.

It would kinda suck if the current maps( or the few more to come out before CW) are all the terrain we get to fight on considering all the worlds.

Or do I have an absolutely wrong idea on how this will work?


None of this information, if any of what you stated will occur, is available yet. Certain planets/fronts may lend themselves to certain maps more (ice planet will most likely not have desert maps, etc.).

No word on how many wins it would take to push a front/planet to one side or another.

I'm absolutely certain we'll receive more information about this in about 4 months. Not to mention the upcoming [REDACTED]

Edited by borisof007, 01 April 2013 - 01:42 PM.


#7 borisof007

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Posted 01 April 2013 - 03:24 PM

View PostOrzorn, on 01 April 2013 - 01:37 PM, said:

Reading the original dev blogs, as well with some of what we've heard a bit lately, it seems that "harder contracts" for corps will likely entail more restrictive tonnage limits (which I expect to see in some form or fashion even for standard drops).

So essentially, as corps get better and larger, they want to take better paying contracts, which will entail taking ligher tonnage load outs.


I like this idea, I hope this somehow gets incorporated into CW somehow, even if it's only for systems that are way out there.





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