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Two Faction Cw?


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#21 Zyllos

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Posted 18 December 2013 - 02:08 PM

View PostBLOOD WOLF, on 18 December 2013 - 01:57 PM, said:

So im gonna have to go the the clan wolf website and hopefully try to get admitted before i can raise my banner as a clanner? if i have to do it that way i will but i just think they should do the clans how they did the houses and put them as factions

P.S clan wolf has always been my fav clan


I think the problem is that many people would see the community split up heavily, with 12 different factions.

But, maybe since 4 of those factions (Clans) never fight each other, they are always open to fighting Houses, it would allow them to do this.

I would be 100% fine with having individual Clans, just like Houses.

Edited by Zyllos, 18 December 2013 - 02:09 PM.


#22 Snuglninja

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Posted 18 December 2013 - 02:14 PM

[color=#000000]Community Warfare will be delivered in three phases over the next six months, Ekman said. For more on MWO's upcoming Community Warfare expansion, check out the full video [/color]here[color=#000000]. The video also features some footage of MWO's upcoming revamp of its interface system, UI 2.0, which is set to be released in the next four weeks, according to Ekman.[/color]


[color=#000000]That was posted Sep. 30 2013 How cute you still believe there is such a thing as CW.[/color]

#23 Tyrnea Smurf

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Posted 18 December 2013 - 02:27 PM

View Postxhrit, on 18 December 2013 - 01:29 PM, said:



It prolly won't be what mech you are in - it will be what tag you have next to your name. If you chose one of the five IS houses, you will be in the IS bucket, and if you chose any of the 7 clans, then you will be on the clan side.


If they don't separate it by type of tech base of the mech your in, how would they prevent mixed matches of both mech types on the same team? You would have to throw any type of mach balancing with numbers (10 clan v 12 IS) out the window, on top of the lore breaking-ness of it.

Only real argument that I see for it is if a dedicated IS player buys a Clan package with the express intention of defending his House with those pixelated robots, but I suspect the system won't allow that by design.

View PostVanillaG, on 18 December 2013 - 01:31 PM, said:

The buckets refer to a particular match, not the entire CW experience. Currently the game is considered 1 bucket looking for 24 players based on some metrics. When CW rolls out, each match will consist of 2 buckets, 1 bucket of 12 for faction x and 1 bucket of 12 for faction y.

For example, you are Fed Suns looking for a match on the Kurita Front. You will be placed into a bucket of 11 other Fed Suns/Fed Suns Mercs/Lone Wolfs and will be matched against another bucket of 12 Kurita/Kurita Mercs/Lone Wolfs.


Only way that would work is if the games population is large enough to account for so many segregated match option opponents.

You would have: Steiner v FRR, FRR v Kurita, Kurita v Davion, Davion v Liao, Liao v Marik, Marik v Steiner, on just the House v House side. that's 6 separations of your players population.

It gets worse once you add the clans, as you have to decide which part of the invasion your in. To start you add the following match buckets: Steiner/Davion v Jade Falcon, Steiner/Davion v Wolf, FRR v Wolf, FRR v Ghost Bears, Kurita v Ghost Bears, Kurita v Smoke Jaguars. That's and additional 6 seperations to the players population. And don't forget to add additional seperations for Steiner/Davion v Steel Viper, and Kurita v Nova Cat. It doesn't cover the stretching of Steiner/Davion having to cover matches against there 6 (7) possible opponents in that scenario. Also consider that dedicated Marik and Liao pilots are cut out of clan warfare under a segregated system like this as well.

Now PGI can either expand so many distinct match buckets, (and that just roughly sticking to lore and not allowing Clan v Clan action right off) or they can create 2 generic pools, IE IS v Clan.

Where you would get the much more specific match up possibilities is through the private match system, where you could advertise/organize such matches in a chat lobby, instead of waiting to see if 24 like minded souls want to do your specific match type at the same specific time you do.

#24 xhrit

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Posted 18 December 2013 - 03:23 PM

View PostTyrnea Smurf, on 18 December 2013 - 02:27 PM, said:

If they don't separate it by type of tech base of the mech your in, how would they prevent mixed matches of both mech types on the same team? You would have to throw any type of mach balancing with numbers (10 clan v 12 IS) out the window, on top of the lore breaking-ness of it.


They have stated that gameplay comes before lore. Clan mechs are not going to be just for clanners, any more than faction specific mechs like the Dragon are only for House Kurita. IS will be able to use clan mechs, and vice versa. Both 'buckets' are going to have the same number of players piloting the same type of mechs. The only thing that will be different is the faction icon by their name,

#25 Tyrnea Smurf

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Posted 18 December 2013 - 03:31 PM

View Postxhrit, on 18 December 2013 - 03:23 PM, said:



They have stated that gameplay comes before lore. Clan mechs are not going to be just for clanners, any more than faction specific mechs like the Dragon are only for House Kurita. IS will be able to use clan mechs, and vice versa. Both 'buckets' are going to have the same number of players piloting the same type of mechs. The only thing that will be different is the faction icon by their name,


Then they just invalidated IS mechs. Even with the so far stated nerfs OmniMechs and Clan weapons are OP vs IS tech (and Russ Bullocks state of the IS post a few days ago justifies the higher cost of the clan packages on the premise of the OmniMechs being OP). If there ends up being no segregation then the game shifts to a true pay to win mentality, with the guy with the biggest wallet wins.

#26 BLOOD WOLF

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Posted 18 December 2013 - 03:41 PM

View PostTyrnea Smurf, on 18 December 2013 - 03:31 PM, said:

Then they just invalidated IS mechs. Even with the so far stated nerfs OmniMechs and Clan weapons are OP vs IS tech (and Russ Bullocks state of the IS post a few days ago justifies the higher cost of the clan packages on the premise of the OmniMechs being OP). If there ends up being no segregation then the game shifts to a true pay to win mentality, with the guy with the biggest wallet wins.

were not going through this again. Clan tech will be not be OP to IS tech. Its just a little better by a smidge. But there are gonna be drawbacks for the Clan tech that Inner sphere wont have.

#27 Tyrnea Smurf

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Posted 18 December 2013 - 05:20 PM

View PostBLOOD WOLF, on 18 December 2013 - 03:41 PM, said:


were not going through this again. Clan tech will be not be OP to IS tech. Its just a little better by a smidge. But there are gonna be drawbacks for the Clan tech that Inner sphere wont have.


Thus far the stated goal is not to change clan critical slots or weapon/equipment tonnage so that iconic layouts can be driven by clan pilots.

2 crit slot side torso XL engines is op vs IS models. 2 crit slot DHS is op vs IS models. and according to Russ
clan weapons will continue to have range advantage over IS weapons (with some tinkering around the margins, but for actual gameplay will still be able to out hit IS weapons)

The supposed nerfs are not changing out armor values or engines.

In case you didn't know, the 3 top package base TT values on engine ratings & armor values are all ready maxed on the Stormcrow, Timberwolf and Warhawk. Which means the proposed nerfs are not gonna mean squat to those models.

Gee I wonder why those 3 are the highest cost?

Again it's a avoidable problem (and allows for balancing by numerical disparity) if the the bucket match system segregates IS from Clan.

Edited by Tyrnea Smurf, 18 December 2013 - 08:48 PM.






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