I've read some summaries of what was said and watched the posted video. I don't understand why PGI can't post this information officially with a feedback thread but that is a completely different issue.
However, on to Community Warfare.
Listening to the presentation, I was struck by several comments and a significant lack of detail in many of the ideas. It all sounds ultimately cool, but it is supposed to, the question I have IS ... will the system they have described actually work?
1) Regarding their timetable - the following comments were a concern to me
Contracts - "fear in our engineering team"
Faction (Loyalist)- player faction units - "tip of the ice berg", "have to still figure out mechanics"
Economics - "four engineers passing out"
How can they imagine completing implementation of this system in 6 months when there is so much concern about the features within the development team that it leaks through into a PR presentation of the ideas? (Maybe I am wrong ... but maybe the dreamers aren't really listening to the builders here ... which often leads borked scheduling)
2) Contracts</p>
- players are divided into loyalists (direct members of a faction), independent mercenaries or members of a mercenary corporation
- the entirety of community warfare - the entire future of the game is apparently based around contracts
- Faction Unit combat will REPLACE current play style - every drop will mean something for community warfare
- this means that folks will need contracts for EVERY game they play
- introduction of bounty contracts - sounds cool - but no details given on how to prevent its use in transferring cbills between players or other possible abuses - deosn't sound like they thought about it beyond the cool idea stage
- success in contracts bring rewards
- failure brings some sort of penalty ... "not designed yet" ... not a good sign?
- no comment on whether there would be any matches without contracts, however if community warfare replaces the current match system then presumably contracts will be required.
3) Loyalty points
- no penalties - won't go negative
- performance based earning of LP
- plug for phoenix mechs with LP boost
- can earn points with each faction - retain honorary standing if you leave
- player faction units
- Wolf's Dragoons membership - maximum loyalty for all factions
This is just an extra experience system. You grind standing with 5 factions - earn faction rewards - switch factions - grind the next - grind all 5 factions and you get to join the "elite" Wolf's Dragoon faction for those that are loved by all factions.
Wow, sorry to say but this makes no sense to me and is inconsistent with Battletech and the whole Inner Sphere conflict system. It is the simplest possible grind system that could be imagined grafted onto all the complexity of contracts and economics.
If Wolf's Dragoons is supposed to be an elite NPC faction unit, then why would they take the most mediocre pilots with the time available to grind standings with the different IS factions. From an immersion breaking point of view, wouldn't the Kuritan faction be just a little perturbed when a maximum standing loyal member betrays the house, goes to work for Hanse Davion and starts slaughtering Kuritans? I wonder how long an "honorary" standing would last?
4) Mercenary units</p>
- structured however you wish - common assets - permissions - taxes - have to fund war</p>
- common assets - drop ships - upgrade bases on controlled planets
Do players own mechs and equipment or do mercenary corps? Or is it only "drop ships" and bases that are owned by mercenary corps?
Faction Unit combat will REPLACE current play style
- owning drop ships and moving stuff around - logistics
- stuff, units AND PLAYERS
- it takes DAYS to reach a planet
They also mentioned that matching will involve a lobby with a "Drop ship" UI with up to 4 mechs
- does every player have a "drop ship"?
- presumably the "drop ship" in the lobby is not the same as "drop ships" owned by corporations to move assets around.
5) Planet combat
- get to target planet with mercenary unit (drop ship, equipment, mechs and PLAYERS??)
- get contract (but need to have sufficient LP - what if you don't - days wasted??)
- what happens when you lose?
- Garrison there indefinitely - but how do you play matches elsewhere? How do you move assets?
- maps affect which planets flip ...
Logistics - corps need to move equipment to the target planet using drop ships - this can take days
Does this mean that a player can not PLAY MWO if they are in transit on a drop ship?
What mechs can a player use in a given battle? What if their mechs aren't on the drop ship?
This aspect sounds totally cool ... but is completely not thought out in the presentation. How can you move assets when they belong to individual players?
How can independent mercenaries play in games all over the inner sphere - will they need logistics of some description?
Independent mercenaries are used to fill out the rosters in faction related fights. Voting on maps affects which planets change hands ... but this description of game play is completely incompatible with the whole idea of moving assets by drop ship and only allowing participation in contracts if you have a presence at a planet. There are holes in these design ideas that you could drive a drop ship through.
6) Territory control doesn't appear thought out
This is just an addition to the above comment - there were at least two elements to territory control with the ideas of fronts and fighting over planets - and then the idea of logistics and moving stuff by drop ship and the whole chess game idea.
There is also the issue of having to leave forces behind to garrison a planet. What does this mean? If neither players or mechs are "left behind"... in which case they would not get to play unless some fighting occurs there ... then what DOES it mean? Does a merc corp only get to purchase a certain number of bases and they have to leave a base behind as a garrison point? This means that corps would move drop ships containing bases around the map ... depositing a forward base would allow competition for that world ... but neither assets (mechs) or players would be involved in this logistical aspect. However, IF this was what they had in mind then the presentation would likely have been phrased differently ... the impression I had was that the design was just a bunch of ideas with limited cohesion at this point in time.
7) Global economy
- there is supposed to be a global economy - certain mechs are cheaper for certain factions - capture a planet containing a factory for a particular mech and they get more expensive for everyone else
- black market pricing for hard to get mechs
- mechs that will be cheaper for specific factions
- special content regarding planets - but not designed yet - supposed plan to talk to community in the next 3 weeks
BUT
- how does a global economy work without losing mechs? How does losing a planet on which your mech is built affect you as a player? Every player has PAID for the mechs they have now ... how can they lose them?
- with the comment about the victors costing more depending on your faction standings used as an example - GET yours before CW is introduced
8) Level system?
- up to level 60 - but no statement of what it means - what effects it might have - does it mean anything?
- I honestly have no idea what the level systems is supposed to be ... it may be part of the faction ranking system in which case you could get level 60 in each faction ... on the other hand maybe it has something to do with mech and pilot skills
- in either case, it sounds like another grind of some description but given the limited information ... it doesn't seem to mean very much.
9) Finally UI 2.0
- the UI screens shown look good
- public test coming
- however, as of last week they still can't fit mechs well enough to demo it despite the time already invested
- working on import/export API in XML for fits... but was stated as part of "future vision"
Conclusions:
There were a lot of very cool ideas presented. However, when looked at in detail there seem to be significant design flaws with the content as outlined in the talk. These issues can likely be resolved but the fact that they had a PR talk advertising CW that says little more than was stated 21 months ago and which contains implicit and apparently contradictory design issues is a concern.
Finally, the number of worrisome phrases used in the talk regarding the reaction of the developers to these plans including "fear" and "passing out" is just plain scary
(Hey - I could be wrong ... and I hope I am ... but my take on this talk is the following - a PR exercise designed to retain players and to promote what they hope one day to deliver - that day being unspecified)
P.S. I wasted way too much time typing this in ... sigh























