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Community Warfare Is Revealed


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#41 Sug

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Posted 27 September 2013 - 10:18 AM

And Community Warfare has been revealed!!


....in the October 2012 issue of PCGamer...

Edited by Sug, 27 September 2013 - 10:19 AM.


#42 8RoundsRapid

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Posted 27 September 2013 - 10:26 AM

View PostSug, on 27 September 2013 - 10:18 AM, said:

And Community Warfare has been revealed!!


....in the October 2012 issue of PCGamer...


Ya, I wonder which version they will settle on. Personally, I think they're gonna go with the unnannounced 3rd option: none of the above.

PS any of you that believe a word that was said in that presentation simply haven't been paying attention.

#43 HeavyRain

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Posted 27 September 2013 - 10:40 AM

unless i lost this part among the wallsl of text, why would i pay someone to kill someone else in one single match?

#44 Koniving

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Posted 27 September 2013 - 10:42 AM

View PostArtgathan, on 27 September 2013 - 10:00 AM, said:

We do need a way to make the acquisition of mech factories meaningful, but I don't think R&R is the way to do it (since we're unlikely to see R&R again, and I wouldn't be happy if we did see it). Perhaps just putting a "tax" on your winnings if you pilot a mech not produced by your faction? This way there is some incentive to control production sites but it's not extremely punishing if you don't.


In the view of the original system, definitely not. The original R&R system was awful. No denying it.

However, my idea focuses on targeting "early" upgrades (the new player who starts out against other new players, and suddenly upgrades to a Endo Steel, twin ER PPC + AC/20 triple Streak Atlas right off the bat and butchers all of his fellow new players can't get away with it anymore) and having you ease into upgrades. Low rank? You're mostly against other low ranks or some higher ranks of equally low ELO scores. So aside from those terrible players, you're in a pit with new players and low end mechs. Someone might upgrade to DHS, but he is then hit with repair bills associated with losing his DHS where you are not. That early, it hurts him. But no bills for you as a new player, you chose to wait to upgrade your mech. When a few ranks come your way, your income goes up. As your income goes up, you can afford the upgrades and the repairs associated.

The idea is to go from cost free low-end mechs pit against low-end cost free mechs (with the assorted poor-skilled players with higher faction ranks and slightly better gear mixed in), and upgrade over time. You choose when you upgrade, you can do it early at a bite in the pocket or a little late to collect a wealth of savings before you take the step up. The concept of the low-end stuff early on, of course with those guys mixed in, is to ingrain early teamwork skills and less "I gotta have a super mech." Atlases are supposed to become rare. Maybe you see one. "Oh no it's an Atlas. Looks like it's got DHS. Fire support, get ready to target Echo. We're going to lure him into this corner and block him in, hit him hard!"

Quote

"An Atlas is supposed to be the turning point in a battle. Its presence can change and shift which way the fight will go."


Right now these are too common. The weight drop limits and the dropship concept will help reduce them, but even with my system you can't lose your backside unless you threw in Endo, Ferro, DHS, ER PPCs, LB-10, and an XL engine with Artemis and to be honest, if you can fit all that you deserve to lose your backside and fall in debt for being so foolish as to throw in every feasible upgrade you can fit!

It may be a fantasy, but when people first start they try to coordinate. At the moment there's no reason, both sides have vastly superior equipment compared to the new guy with the trial mech.

But, I got thrown in with some new players, and I did this while making a tutorial for battlegrids. I took command. The new players didn't necessarily understand the orders but the chat had a good bit of coordination. Our enemies were not new players. Some were quite coordinated in their attempts to stop us. A combination of my mech (a fully optimized, heat efficient DPS rig with bonus damage to structure) and a bit of cooperation from the players both experienced and not, allowed us to turn a losing battle to an epic victory.

Posted Image

But for the details on the actual idea, I offer you this. It has a bit of an explanation of the idea. Or skip to the vid below.
Spoiler


Or, as a audio alternative, myself, Lordred, and a few others were discussing MWO and various aspects from ammunition types, the King Crab, repair and rearm, the threshold/capacity system, how to remove the need for Ghost Heat, and many other aspects of development that we felt could have been done better.
It even includes a touch on weapon variants.



View PostProtection, on 27 September 2013 - 10:05 AM, said:

Here, this is how to do a persistent universe economy:



Oddly not that dissimilar from what I was talking with ThomasMarik about. Minus the supply and demand missions (though that doesn't sound far off from what the contracts could provide, within the confines of combat on planets. It also sounds like what diverting the front line to a side to take things back could have. But again, to implement that as described would absolutely require a repair and rearm system.)

Edited by Koniving, 27 September 2013 - 10:51 AM.


#45 MischiefSC

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Posted 27 September 2013 - 10:58 AM

Some cool concepts that would add a lot to the game. I really hope to see it in place. The presence of the promised phase 3 CW content and the like would push things like ghost heat and 3PV into a narrower perspective.

I would like to see some sort of 'replacement/repair' costs that would influence how much profit you make on missions based on the mech you drive vs the cost you have to replace/repair it. If Hesperus 2 gets taken by evil Kurita invaders then when you pilot your Zeus on behalf of Steiner you're going to get less profit - your repair/refit costs are higher. You're going to pay more for running something with a 300XL now that your main Defiance Industries location is in the hands of the Snakes.

You should also feel terribly, terribly ashamed for losing such a key world to Kurita who are generally better at killing their own people than foreigners but that's another issue.

That would be ideal. It should impact what mechs you run based on a representation of repair/refit reflected in reduced cbill profit from matches.

#46 Koniving

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Posted 27 September 2013 - 10:59 AM

View PostHeavyRain, on 27 September 2013 - 10:40 AM, said:

unless i lost this part among the wallsl of text, why would i pay someone to kill someone else in one single match?


I think they are player created; I do not think they come out of the player's pockets.

#47 Dan Nashe

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Posted 27 September 2013 - 11:10 AM

The problem with all the suggestions I'm hearing is a push to restrict.
They want me to get stuff slower, or make it harder or destructive (durability?) To play mechs I may have paid real money for.

There should be incentives only, not penalties over the current system

Now, mc discount for high rank might be cool.
As long as they don't raise prices to "compensate".

I also fear realistic matchmaking expectations.
I log into mwo over lunch on Monday. How can I participate?
Me and my friends have an hour free tuesday after work.
How can we participate.
I suck. How do I meaningfully participate?

One house has more, better, better organized players. How can the other houses not be hopeless?
How long before the good house is bored because the dice are so heavily weighted against them they can't win?

How many queues can this game support at once. Two?
What's the best way to do it with That restrction?

#48 Hellen Wheels

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Posted 27 September 2013 - 11:13 AM

Same old ****.

Same old Song and Dance.

Same old Dog and Pony Show that we've heard over and over for the past five years.

Call me in 18 months. Maybe I'll cough up another five bucks then.

Until then, enjoy your foibles, Ekman.

Edited by Hellen Wheels, 27 September 2013 - 11:14 AM.


#49 Benden

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Posted 27 September 2013 - 11:24 AM

View PostHellen Wheels, on 27 September 2013 - 11:13 AM, said:

Same old ****.

Same old Song and Dance.

Same old Dog and Pony Show that we've heard over and over for the past five years.

Call me in 18 months. Maybe I'll cough up another five bucks then.

Until then, enjoy your foibles, Ekman.



If you guys remember or see all the stuff announced by PGI during closed beta, the four pillars : at that time I was drooling. Now I woke up.
Considering they're so late with everything, even the damn UI is taking ages to get implemented, I am very cautious about everything they promised about CW.
If they ever released, it would also take more than 6 months... Personally, I'll just pass and come back in many months and judge by facts what they've really done.

Edited by Benden, 27 September 2013 - 11:24 AM.


#50 Dan Nashe

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Posted 27 September 2013 - 11:30 AM

For non-clan warfare. I'd like to see one planet up for grabs every week, maybe. You can enter that queue (solo, small group or full 12) and elect a (friendly) faction. (E.g. marik can fight for kurita or liao). If the attacking faction wins 60-90 (core world) precent of battles that week, the planet flips.
(Hotly contested planets might flip with only 55 percent and enter the rotation regularly, core worlds might need an 85 percent win ralte and only come up after so many consecutive conquests). Maybe tweak the percents based on who owns neighboring planets so deep penatration is hard. And merc controlled planets could influence.
Maybe high ranked faction players can vote on the next target. Winner of last planetary struggle on that front is on the offense chooses target (so you have momentum).

(Or maybe change planet every 3 days. One contested planet at a time might be necessary for good queues).
Maybe run multiple campaigns at once but rotate which queue is unlocked every 5 hours or something).

The merc unt system would be different.
I like the idea that a merc company can have up to like 30 shareholders (and unlimited members) per planet held.
Shareholders get like 10 mc per day (premium time owners) or 100, 000 cbills per day (free players) for the planet they are assigned to.
(You need a shareholder limit probably, if the ceo can make arbitrary assignments out of a pool that might work but is rfe for lawsuits :-).
CW should be about rewards.
In a free to play game, you can't restrict access to things players already own, and you need to be new player friendly.

#51 Koniving

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Posted 27 September 2013 - 11:59 AM

On this topic: Faction Diversity and the importance of holding factories that produce mechs, weapon variants, etc.
Spoiler


A like given to me on another thread has reminded me of this awesome little post I gave with fluff-based specifics on Autocannons. It also touches on a jam rate issue on the UAC/5 which will come up with all UACs. So below, you'll learn some cool stuff about the dakka dakka.
Spoiler


Hope it was a fun read, perhaps at some point we may see these in MWO?

Edited by Koniving, 27 September 2013 - 12:42 PM.


#52 Koniving

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Posted 27 September 2013 - 12:15 PM

View PostDanNashe, on 27 September 2013 - 11:10 AM, said:

The problem with all the suggestions I'm hearing is a push to restrict.
They want me to get stuff slower, or make it harder or destructive (durability?) To play mechs I may have paid real money for.

There should be incentives only, not penalties over the current system

Now, mc discount for high rank might be cool.
As long as they don't raise prices to "compensate".

I also fear realistic matchmaking expectations.
I log into mwo over lunch on Monday. How can I participate?
Me and my friends have an hour free tuesday after work.
How can we participate.
I suck. How do I meaningfully participate?

One house has more, better, better organized players. How can the other houses not be hopeless?
How long before the good house is bored because the dice are so heavily weighted against them they can't win?

How many queues can this game support at once. Two?
What's the best way to do it with That restrction?


Good questions. I can't speak for PGI but I would imagine the MC prices would not change for the mechs regardless of the cbill price swings. Snag your mechs during sales or urges. Repairs and such wouldn't affect your RL out of pocket expenses. But in MWO's ELO system you wouldn't sky rocket into massively high competition, and so of my idea, roaming around with standard equipment means virtually no upkeep for your mech. But remember this: PGI hasn't been listening to the forum minority for quite some time. So don't seriously get any hopes up that any of the suggestions we are giving in the thread will ever make it to the game. :)

Considering the casual participation, aside from getting into a number of matches during the times you can play, I'm not sure how meaningful your participation can be. I do know that every battle is supposed to help determine which way a planet on the front line goes (and with 100 planets on a front line at any one time, not entirely sure how significant 4 or 5 battles done by you specifically might be).

Far as the house situation, since you can leave and join houses whenever without losing your standing, there's a fair chance a number of players will switch over to will help out a losing house for the benefits of unlocking the content there as well. Truth be told in games that allow it, if I see that a fight is incredibly one sided I'll join the opposing team to try and balance it out to something more fair.

But I'm that sort of person.

When I build my mechs I favor DPS over high alpha, because in MWO the game favors high alpha and so not only am I rare and unique, but I'm also impairing myself which makes my fights more challenging and therefore more satisfying when I win.

Back on topic, I'm certain the game supports more than two queues. There's 6 initial factions who each are fighting each other on their borders. That's a minimum of 12 queues or line-ups to jump into. 2 per faction minimum (for left and right sides of their borders). That's assuming there isn't a queue for a third or fourth side.

Though these are valid points. There's an ATD that they're collecting questions for. If it's too late to slip in, aim for the next one. Get your question and its supporting points in! That's something PGI should be able to give a real answer to!

#53 Koniving

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Posted 27 September 2013 - 12:56 PM

View PostItsalrightwithme, on 27 September 2013 - 04:08 AM, said:

I'd pay a modest amount of MC to put a bounty on Koniving ;-).


Many have tried, my friend. Can't wait to see how high I can get that bounty! My knack for taking supposedly weak weapons and turning them into incredible mech butchering weapons of slaughter has earned me a good "Kill Kon" bull's eye from time to time.

This recent one recorded by Lordred the Camera Commando pilot shows just how dangerous a shotgun, two MGs and 3 SPL can really be in a Hunchback with an XL engine. 7 kills, more than 700 damage, in a brawling rig going toe to toe and face to face against many enemies.



For more awesome chase cam stuff, check out Lordred's youtube channel! Like his awesome screenshots, he captures a different side of MWO action. :)

Come get me. My Hunch 4G's LB-10 is happy to see you.
Posted Image

Edited by Koniving, 27 September 2013 - 01:02 PM.


#54 AlmightyAeng

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Posted 27 September 2013 - 12:58 PM

If you'd like to review the 28 minute presentation from Bryan, you can read a summary of it here.

Edited by Ghost Badger, 27 September 2013 - 12:58 PM.


#55 TyreeC

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Posted 27 September 2013 - 02:05 PM

I don't really get how CW is going to work. They say that my mechs will have a specific location in the galaxy and that they will involved in battles for a specific planet.

Sounds good, but what happens if the planet my mechs are garrisoning is not attacked? I guess I will still be able to play? but will it not count against anything? How does defending work? If I, or the majority of the group I belong to, are not online and the planet is attacked by another faction how will the result be fairly determined?

More information will be released as we go forward I am sure, but right now I just don't see it.

#56 General Taskeen

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Posted 27 September 2013 - 02:57 PM

CW was already completed/intheworks, EA canceled it

Posted Image

which was actually fairly complex in what it could have been

PGI would have a gold mine on their hands if they copied that concept

Edited by General Taskeen, 27 September 2013 - 03:00 PM.


#57 Funkadelic Mayhem

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Posted 27 September 2013 - 03:24 PM

MWO TERMS OF USE:

https://mwomercs.com/terms

DISCLAIMER OF WARRANTIES—WE MAKE NO CONDITIONS, WARRANTIES OR REPRESENTATIONS ABOUT THE SUITABILITY, RELIABILITY, USABILITY, SECURITY, QUALITY, CAPACITY, PERFORMANCE, AVAILABILITY, TIMELINESS OR ACCURACY OF THE WEBSITE. WE EXPRESSLY DISCLAIM ALL CONDITIONS,WARRANTIES AND REPRESENTATIONS, EXPRESS, IMPLIED OR STATUTORY, INCLUDING IMPLIED CONDITIONS OR WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, DURABILITY, TITLE AND NON-INFRINGEMENT, WHETHER ARISING BY USAGE OF TRADE, BY COURSE OF DEALING, BY COURSE OF PERFORMANCE, AT LAW, IN EQUITY, BY STATUTE OR OTHERWISE HOWSOEVER.



#58 Sandpit

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Posted 27 September 2013 - 03:28 PM

View PostTyreeC, on 27 September 2013 - 02:05 PM, said:

I don't really get how CW is going to work. They say that my mechs will have a specific location in the galaxy and that they will involved in battles for a specific planet.

Sounds good, but what happens if the planet my mechs are garrisoning is not attacked? I guess I will still be able to play? but will it not count against anything? How does defending work? If I, or the majority of the group I belong to, are not online and the planet is attacked by another faction how will the result be fairly determined?

More information will be released as we go forward I am sure, but right now I just don't see it.


If they do it similar to mpbt 3025 you will be able to move around planets freely so you can pull garrisoned units to front lines without delay. Of course if they don't let you do that it's "incentive" to buy more much bays to have more mechs available

#59 LauLiao

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Posted 27 September 2013 - 03:43 PM

Very little new info. Consipicuously absent: Any sort of definite timeframe. Suppose by the old "1:1 Timeline" they meant "The game should be done right about the year 3050"?

#60 Heffay

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Posted 27 September 2013 - 03:44 PM

View PostLauLiao, on 27 September 2013 - 03:43 PM, said:

Consipicuously absent: Any sort of definite timeframe.


What part of "UI 2.0 in 4 weeks, the 3 phases of CW within 6 months" wasn't definite?





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