Sarsaparilla Kid, on 22 June 2014 - 01:18 PM, said:
About 90% of my guild of about 120 pilots have been waiting for CW before they get active in MWO again. A lot of people have been off playing other games until meaning is put to the endless series of death matches we now have. There will be a larger population once CW arrives, if CW delivers the roleplaying atmosphere to strategic warfare that everyone familiar with community-run leagues is expecting.
To me, this is what they are saying...there is an outlet for everyone:
Public Queue - outlet for everyone to bring what they want in an arena-style game to grind experience, C-bills, or just have some casual fun in a group or solo, with 3/3/3/3 being the only restriction
Private Queue - outlet for the competitive community to customize matches against each other in bracket tournaments, or for friends just wanting to have fun together fighting or experimenting with builds
Faction Queue - outlet for the roleplaying community who want to immerse themselves in a strategy-based planetary conquest game based on the BT universe, with the restrictions established by PGI and designed to enhance the immersive experience
My impression is the same. I am talking about how CW (Faction queue) will be implemented, as a hard line between Clans and IS is a horrible way to do it. Instead, it should be a line drawn between EVERY faction, and the lines should be as malleable as the borders. This means that, if my unit wants to "unlock" the Dragon, but is a Marik unit, we have three ways to do so:
1. Pay MC through the "Black Market". This would mean an instant unlock, but repair/rearm would also cost MC until one of the following other methods was accomplished.
2. Gotta Collect Em All! This is the Pokemon approach, where you earn salvage for defeating particular mechs in particular ways. This is a random dispersal, much like "loot" in other games, and adds that component to your inventory. While IS mechs don't use Omnipods, the same method can be used by section, but only for the unlock. Once you collect all 8 sections, the mech chassis is unlocked in stock form, minus equipment. This can be tracked just like mech skills, but with a paper doll showing which parts are (un)locked. You are only eligible to unlock a component that meets the following criteria:
2a. Must win match.
2b. Component must not be destroyed.
3. Hold the planet the mech/component is manufactured on for a minimum of (7) days.
Repair/rearm. This is pivotal to a working CW. Making it dependent on planetary control or through salvage makes every fight and planet important. You can avoid this restriction through the use of MC, giving a method for PGI to make money through micro transactions as well as providing a method for every player to get any mech they desire if they are willing to pay for it. While MC purchases are currently available already, extending the MC store to include repair/rearm, as well as individual component purchase, also gives additional money flow opportunities without being "pay2win".
Salvage, on the other hand, allows those that do not have real money funds available to support the game through lots and lots of matches and a semi-random loot process. It is semi-random because you must disable the mech somehow to earn the salvage (conquest/assault wins would only get salvage off of mechs that were disabled before the end of match, for example), but whether you do it through a headshot, torso destruction or legging determines what salvage is possible. This makes it a mini-game, as well, as you actually have a reason for going after certain mechs in certain ways to earn a chance at the specific salvage you are trying to get.
So many possibilities with a system like this...