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Community Warfare - Phase 2 - Feedback


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#121 Dark DeLaurel

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Posted 10 September 2014 - 07:53 PM

Questions below:

Quote

When a player clicks the Faction tab, they are opting into Community Warfare gameplay. This means they will be accepting the fact that teams will be split into IS vs Clan ‘Mechs and cannot mix the two technologies.
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The faction a player has aligned to will be a hard rule as to which ‘Mechs they can use and which planets they can attack/defend.


For those of us Clansmen that have a full arsenal of Inner Sphere `Mechs. Are we still able to use these in PUG matches? Or will they effectively be locked out from us being able to use them? Also as it stands right now our selection of Clan `Mechs are pretty limited, it would not be unheard of to run some of our I.S. Chassis as second line from Brian Caches until we see a major influx of Clan `Mechs.

As for me and others I know, we have a lot of time, energy, effort and money tied up in Inner Sphere `Mechs to not be able to use them.

Quote

PLANETARY CONQUEST GAME-MODE


Can we get this into the Public Test Server ASAP? On paper this sounds livable, but having everything funnel through choke points for reasons is kind of meh. Also as suggested earlier being able to destroy the doors and being able to take out the power as a quicker way to get through is a far better idea.

Quote

  • Maps must have longer travel times to point of first contact. This is important because it also increases the time it takes for re-enforcements (respawns) to arrive back into battle.



You mention respawns, will it only be the four `Mechs we have selected? Will the teams be restricted to the 3x4 rule also?

#122 Kageru Ikazuchi

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Posted 10 September 2014 - 07:53 PM

One question, in a similar line to Wintersdark's and Sprouticus' questions ...

Will solo or small groups of players, who are aligned to Merc Corps, or Lone Wolves, or generic Clanners, be able to participate in Community Warfare?

(I would love to drop in defense of Kurita space in my spare time -- when 228th IBR doesn't need me or doesn't have enough guys on hand to man up a 12-man group.)

#123 Johnny Z

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Posted 10 September 2014 - 07:53 PM

View Postgavilatius, on 10 September 2014 - 07:51 PM, said:

so from what I see you guys are trying to pull this off

http://wiki.teamfort...itorial_Control

with only 7 maybe 8 different maps?

please stop making us laugh and open up to community support


Unless i misunderstood, there will be 3 new maps between now and then.

Mech Factory

Swamp?

Fortress

Edited by Johnny Z, 10 September 2014 - 07:57 PM.


#124 Wintersdark

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Posted 10 September 2014 - 07:54 PM

View PostBhael Fire, on 10 September 2014 - 07:47 PM, said:


From what has been stated, yes; there will be three modes of play PUBLIC, FACTION, and PRIVATE.

PUBLIC is what we have now. Bring whatever mech you want to the party. Public play does not affect CW.

FACTION is the mode that affects CW. There are rules and restrictions (as per Paul's latest post and previous statements over this last year).

PRIVATE is just as it is now.

Except that the original design - the design that existed as the official writeup when Clans where announced and sold - it clearly had another option.

It had:

PUF/Lonewolf play.
Faction Play
Merc Corp play.

Merc corps where specifically separate from Faction play. So it really isn't such a stretch.

#125 Triordinant

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Posted 10 September 2014 - 07:56 PM

View PostMadd Dawg, on 10 September 2014 - 07:44 PM, said:

Will I be able to play both CW and the game the way it is now?

Yes.

#126 terrycloth

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Posted 10 September 2014 - 08:04 PM

Why are groups limited to the same unit? I don't think I've been in a single-unit group ever; the house marik site has like 20 different units and I've usually been dropping in mixed teams.

Attackers have to have a 12-man? That seems extremely limiting if defenders are pulling from a queue to fill slots. In the sense that most defenders won't actually get to defend.

As written up this sounds like something that's basically impossible to participate in, just because of logistics.

#127 Darth Futuza

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Posted 10 September 2014 - 08:06 PM

View PostBhael Fire, on 10 September 2014 - 07:45 PM, said:



From the beginning they have said they are going to make it as close to BT lore as possible for CW and Faction play.

That means there are SPECIAL RESTRICTIONS and RULES that you must follow in order to participate in Faction play. Not sure why you would assume that you'd be able to use Clan mechs with a non-Clan faction in FACTION play, especially during the first wave of the Invasion when Clan mechs were not available to the IS. NOWHERE has it ever be stated or implied that you'd be able to use them this way. What they HAVE said is that you will be able use whatever mech you'd like in casual (Public) and private matches.

No legal system on this planet is going to see it your way because you can still use the mechs you purchased to play the game...just not in Faction mode.

It's same same as buying a car and then getting annoyed when you find out you can't drive down the sidewalk with it — just because nobody told you it was against the law. Also Comstar did stuff. (Not now in the timeline, but they did eventually).

However, you might be able to convince customer support to see it your way. Highly unlikely, but it might be worth a try if you feel the distraught over it.

To be fair, the InnerSphere may have acquired a few Clan mechs from salvaging etc... However the numbers would be microscopic compared to what was normally available. Plus there was probably a blackmarket somewhere, with dishonorable clanners selling clan tech.

Edited by Darth Futuza, 10 September 2014 - 08:07 PM.


#128 IceFyre

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Posted 10 September 2014 - 08:12 PM

Drop Decks... Some of us simply certain weight class chassis exclusively. For instance I only run Assaults and Heavies, that's all I own. I am simply better in my favorite Assault and Heavy chassis, that's what I train in, that's what I fight in. This is also consistent with lore. You just don't often see an Assault pilot jump in a light for the next battle (or vice-versa). So what about folks that don't have mechs of all 4 weight classes? Do drop decks have to be complete? When you think about it, why would they?

#129 Nightmare1

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Posted 10 September 2014 - 08:15 PM

Whoop-whoop! Here we go! :D

#130 Bhael Fire

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Posted 10 September 2014 - 08:16 PM

View PostDarth Futuza, on 10 September 2014 - 08:06 PM, said:

To be fair, the InnerSphere may have acquired a few Clan mechs from salvaging etc... However the numbers would be microscopic compared to what was normally available. Plus there was probably a blackmarket somewhere, with dishonorable clanners selling clan tech.


Yeah. Translation: You would pretty much NEVER see a Clan mech on the IS side during the first wave...and therefore it is irrational to assume that IS would be sporting Clan mechs in Faction play during the first wave of the Invasion in this game.

Ludicrously absurd, even.

However, in the Public queues (both solo and group) it'll be fair game and business as usual! B)

#131 BLOOD WOLF

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Posted 10 September 2014 - 08:17 PM

View PostLeopardao, on 10 September 2014 - 07:11 PM, said:



Sorry No, **** that

I've been waiting for the so called Community warfare since before I was a founder, its the reason I put money into this game, hoping that they would "ACTUALLY" make it this far. But oh sorry everything you spent your money on is being thrown out the window.

Again, **** that

are you serious man, or is your head still in the gutters? The whole freaking point of community warfare is the Clan invasion, IS vs the Clans.

Edited by BLOOD WOLF, 10 September 2014 - 08:18 PM.


#132 Corvus Antaka

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Posted 10 September 2014 - 08:18 PM

Can't wait to see this working.

It will work, right?

right?

guys?

#133 FlameDragon

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Posted 10 September 2014 - 08:18 PM

Will Invasion be playable in non-community warfare games?

#134 TheSteelRhino

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Posted 10 September 2014 - 08:18 PM

Will Hero and Champion mechs be "eligible" for the rule on mechs that can be used by specific factions. For example:

If you take a Davion contract, and you want to take a Jaegermech. Will a Firebrand be useable? How about a Victor Dragonlayer? Or the Champion Cataphract 3d?

CTF-3d IS a Davion mech. But since the Firebrand (or even a Dragon Slayer) is not lore specific.....Where does that leave champion and Hero Mechs?

Thanks

Edited by Rhinehardt Ritter, 10 September 2014 - 08:19 PM.


#135 Flying Fox 333

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Posted 10 September 2014 - 08:18 PM

I don't know if this has been suggested already, but perhaps you could take advantage of the smaller profile of non jump jet lights, to add small tunnels or holes under and within the barriers where those mechs can pass through. The ramps leading up to the satellite dish at HPG manifold are a good example of this.

However if the barrier is jumped over or crossed, maybe a warning system can be implemented or bought by the defenders?

#136 Bhael Fire

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Posted 10 September 2014 - 08:19 PM

View PostDark DeLaurel, on 10 September 2014 - 07:53 PM, said:

For those of us Clansmen that have a full arsenal of Inner Sphere `Mechs. Are we still able to use these in PUG matches? Or will they effectively be locked out from us being able to use them? Also as it stands right now our selection of Clan `Mechs are pretty limited, it would not be unheard of to run some of our I.S. Chassis as second line from Brian Caches until we see a major influx of Clan `Mechs.

As for me and others I know, we have a lot of time, energy, effort and money tied up in Inner Sphere `Mechs to not be able to use them.



EVERYONE will be able to use whatever mech they want in the PUBLIC queues, whether you are solo and/or in group.

Only in FACTION play will you be restricted to Faction-based mechs and other restrictions.

#137 Ramsess

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Posted 10 September 2014 - 08:19 PM

View PostWintersdark, on 10 September 2014 - 07:54 PM, said:

Except that the original design - the design that existed as the official writeup when Clans where announced and sold - it clearly had another option.

It had:

PUF/Lonewolf play.
Faction Play
Merc Corp play.

Merc corps where specifically separate from Faction play. So it really isn't such a stretch.



I think you have it wrong... with the current integration Merc play and Faction play and lone wolf play have all been melded into one pot.

1. Defenders have to "BID" to get to defend "AKA merc life".
2. If not a full defense unit then you can fill with lone wolfs of said faction or other unit members of said faction.
3. In either case of 1 and 2 nowhere is there anything that applies to the 3 lives that were supposed to be separate when they had their spiffy powerpoint presentation.

Said three lives were "Loyalist, Merc and lonewolf"

My take on all this, they realized it was too much work and that giving something so complete was over what they even know how to set up. So they went for the most watered down idea of a faction VS faction gameplay.

Also im pretty sure you can forget the whole reputation with X faction and those cockpit items that were supposed to give us some extra points or something.

#138 The Wakelord

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Posted 10 September 2014 - 08:21 PM

Main question from me:

I we are hard limited to certain mechs only, will MWO have a super easy-to-reference table? I have not spent the last 30 years memorising BT lore ... for me this is a cool mech fighting game, rather than a nostalgia game.

Now I will get to play the find-the-faction-with-most-common-ground-for-my-mechs-and-my-friend's-mechs game.

#139 Kinski Orlawisch

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Posted 10 September 2014 - 08:22 PM

Clans own all IS mechs. Why should they bee forced to used the weaker Omni mechs? I would prefer to use mainly my IS mechs in an Invasion. Some are stronger than the Clanmechs. There should bee a System for the IS to use captured Clanmechs.

At the moment could this system lead to very limitated dropdecks for the Clans.

#140 xengk

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Posted 10 September 2014 - 08:31 PM

View PostChemie, on 10 September 2014 - 05:16 PM, said:

So with JJ nerf, light pilots can jump over small rocks...barriers will be small rock height?


My Vindicator can jump from the canyon floor to the top of the canyon just fine.
Heavy and Assault should stay on the ground, else everyone will just jump over the wall and skip the power plant.





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