Cw Plans Are Too Shallow
#1
Posted 01 April 2013 - 05:21 PM
My main beef is all (NPC) factions will be one big cluster **** with no direction at all. Everyone will just attack whatever the hell is availiable and that will be the extent of (NPC) house interactions and merc houses;
MWO Devs really need to plan for community warefare, talk to some civ developers or something to make CW more then just one big meta free for all.
Players need a way or giving input....
(Loyalty points)?
To hopefully steer the great houses or else we will just end up with a dev who once in a while logs and and says ... ok hampster wheel go this way now.
We need more options in CW then just to fight!
#2
Posted 01 April 2013 - 05:25 PM
From that I take that mercs aren't restricted to fighting alongside borders/fronts.
#3
Posted 01 April 2013 - 05:31 PM
#4
Posted 01 April 2013 - 05:31 PM
#5
Posted 01 April 2013 - 05:31 PM
#6
Posted 01 April 2013 - 05:40 PM
Syllogy, on 01 April 2013 - 05:31 PM, said:
It's not the interview alone. The interview really doesn't cover any more than what was released to us over a year ago. The problem is they have never mentioned any of the mechanics of CW that suggested any real depth.
#7
Posted 01 April 2013 - 05:42 PM
Davers, on 01 April 2013 - 05:40 PM, said:
Well, let's wait for the Dev Update and see what is said before jumping to conclusions about how "simple" CW is.
#9
Posted 01 April 2013 - 05:55 PM
"Go" is an extraordinarily "simple" game that is still very "deep". Likewise, complex games can still be shallow. (I'm imagining the talent tree system from Rift, if you've played it. Lots and lots of choices, but mathematically it was pretty easy to find the best one).
It is possible for a simple implementation of CW to still offer deep gameplay.
#10
Posted 01 April 2013 - 05:57 PM
Padic, on 01 April 2013 - 05:55 PM, said:
"Go" is an extraordinarily "simple" game that is still very "deep". Likewise, complex games can still be shallow. (I'm imagining the talent tree system from Rift, if you've played it. Lots and lots of choices, but mathematically it was pretty easy to find the best one).
It is possible for a simple implementation of CW to still offer deep gameplay.
Well with the inability to change events, or even pick what planets are available to attack, I fail to see what will be complex about it.
#11
Posted 01 April 2013 - 05:57 PM
#14
Posted 01 April 2013 - 06:01 PM
#15
Posted 01 April 2013 - 06:03 PM
Going along with their idea, Great House players do not have as much control in their destiny. They are all placed into a queue and fight (basically where their commanders and generals tell them to). This is all fine. But just having a queue and playing a game without any outside influence is pretty shallow.
I would think that once House players get into the queue, random House players are placed into a lobby with the current objective is shown. This objective is based on the planet and mission objective. Different objectives would give mission parameters which effect the type of game that is played.
Some of these parameters could be tonnage limits, player limits, time limit, battlefield setting (map), objective type (game mode), and other parameters. These parameters are randomized to within the limits of the campaign for the planet. The campaign would set the overall conditions for win/loss and the available limits for randomization.
The campaign type could be Planetary Assault/Planetary Defense, Reconnaissance, and Espionage. Planetary Assault/Planetary Defense would produce medium to high tonnage, players, and time limits. The objective type would be missions that would be Assault/Conquest type maps (with an obvious attacker/defender). Reconnaissance campaign types would come before Planetary Assault campaigns. These would be medium to low tonnage, players, and time limits. Objective types would be some game mode that isn't made yet but would be tailored to light/medium mechs. Espionage campaign types would also follow something similar.
The Reconnaissance and Espionage campaign types would give bonuses for the Attack/Defense of a planet based on who wins the campaign type. These campaign types would be short in duration (maybe 24h?) and the attacker of a Reconnaissance campaign type would give some type of bonus for the attackers in Planetary Assault campaigns against the planet. The Espionage campaign type would give the attacker of a Espionage campaign type some bonus for the defenders in Planetary Defense campaigns of a planet.
Planetary Assault/Defense could be a variable length. Planetary Assault (attacker of planet) would be consider a win if the attacker wins 60% of the games after 1 week of play. Planetary Defense (defender of a planet) would be considered a win if they win 50% of their games after 1 week of play. If both sides are within the 50-60% range, the campaign is pushed another week and the defender increases their win condition by 5%. If no winner, continue another week. If no winner after 3 weeks, declare the campaign a draw.
The above will show the complexity of Community Warfare but allowing for House players to just hop into games. They do not need to worry about having to deal with logistics, other than the map parameters set up once they get into the lobby, but they still feel the complexity of the game and feel like they would be producing change in the galaxy map.
This is just some simple ideas I had for Community Warfare way back before Friends/Family Closed Beta.
#16
Posted 01 April 2013 - 06:10 PM
Tennex, on 01 April 2013 - 05:31 PM, said:
Well, they added consumables, coolant and eventually 3rd person. I guess that's digging yourself pretty deep...
The way they brought coolant in right next to the hottest map they ever implemented required some pretty deep thinking too.
Yeah. They can always add depth.
Davers, on 01 April 2013 - 05:40 PM, said:
Hint: there won't be any depth.
Edited by Adrian Steel, 01 April 2013 - 06:08 PM.
#17
Posted 01 April 2013 - 06:15 PM
Negative me says this is Chromehounds all over...
#18
Posted 01 April 2013 - 06:16 PM
#19
Posted 01 April 2013 - 06:17 PM
Zyllos, on 01 April 2013 - 06:03 PM, said:
Going along with their idea, Great House players do not have as much control in their destiny. They are all placed into a queue and fight (basically where their commanders and generals tell them to). This is all fine. But just having a queue and playing a game without any outside influence is pretty shallow.
I would think that once House players get into the queue, random House players are placed into a lobby with the current objective is shown. This objective is based on the planet and mission objective. Different objectives would give mission parameters which effect the type of game that is played.
Some of these parameters could be tonnage limits, player limits, time limit, battlefield setting (map), objective type (game mode), and other parameters. These parameters are randomized to within the limits of the campaign for the planet. The campaign would set the overall conditions for win/loss and the available limits for randomization.
The campaign type could be Planetary Assault/Planetary Defense, Reconnaissance, and Espionage. Planetary Assault/Planetary Defense would produce medium to high tonnage, players, and time limits. The objective type would be missions that would be Assault/Conquest type maps (with an obvious attacker/defender). Reconnaissance campaign types would come before Planetary Assault campaigns. These would be medium to low tonnage, players, and time limits. Objective types would be some game mode that isn't made yet but would be tailored to light/medium mechs. Espionage campaign types would also follow something similar.
The Reconnaissance and Espionage campaign types would give bonuses for the Attack/Defense of a planet based on who wins the campaign type. These campaign types would be short in duration (maybe 24h?) and the attacker of a Reconnaissance campaign type would give some type of bonus for the attackers in Planetary Assault campaigns against the planet. The Espionage campaign type would give the attacker of a Espionage campaign type some bonus for the defenders in Planetary Defense campaigns of a planet.
Planetary Assault/Defense could be a variable length. Planetary Assault (attacker of planet) would be consider a win if the attacker wins 60% of the games after 1 week of play. Planetary Defense (defender of a planet) would be considered a win if they win 50% of their games after 1 week of play. If both sides are within the 50-60% range, the campaign is pushed another week and the defender increases their win condition by 5%. If no winner, continue another week. If no winner after 3 weeks, declare the campaign a draw.
The above will show the complexity of Community Warfare but allowing for House players to just hop into games. They do not need to worry about having to deal with logistics, other than the map parameters set up once they get into the lobby, but they still feel the complexity of the game and feel like they would be producing change in the galaxy map.
This is just some simple ideas I had for Community Warfare way back before Friends/Family Closed Beta.
Not to knock your idea, but from the player perspective this just comes across as "Ya got to play Conquest for a week." Which is exactly what I think CW will turn into. This wouldn't be horrible if I knew that the House leadership had commanded this as part of an overall strategy, like "We need to take planet x to expand our front so we can't be cut off from supply" or something. But without having things like lines of supply, it will just be jumping from one world to the next. Plus when you add in things like how the players cannot make any real changes to the setting, it just dilutes the experience.
#20
Posted 01 April 2013 - 06:22 PM
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