Community Warfare - Phase 2 - Feedback
#21
Posted 10 September 2014 - 05:41 PM
So, the initiating group must be a 12-man (hard to build as it already is) and Mercs are not involved with this at all...
I'm not sure how workable this is actually going to be.
#22
Posted 10 September 2014 - 05:45 PM
Question(s): How will the mech restriction be handled in this phase? Will we see situations where we are forced to choose from an even more specific list of mechs based on the planet's resources and/or faction? Or are you just implementing that on Phase 3?
#23
Posted 10 September 2014 - 05:45 PM
keith, on 10 September 2014 - 05:30 PM, said:
Sounds like the slots will be filled with randos.
Will you be able to drop with an incomplete drop deck, or will Clan players need to purchase four (really twelve!) 'mechs?
Will there be weight class restrictions for some planets, ala MPBT3025, where some planets only allowed pilots to use light or medium 'mechs?
Will there be any actual benefit to the units/houses/clans based on owning numbers of planets, or even certain planets? (ie increased match rewards or discounts on certain variants of mechs, or weapons, or even modules?)
#24
Posted 10 September 2014 - 05:46 PM
#25
Posted 10 September 2014 - 05:46 PM
Will you just throw infinite free mechs at a planet to take it? Will there be no supply chain or jumpship requirements to bring up replacements?
Will you have any of these types of systems in?
#26
Posted 10 September 2014 - 05:51 PM
Also, why isn't there a system to find players for a 12-man, since 12-mans are difficult to construct?
I mean, seriously...
#27
Posted 10 September 2014 - 05:52 PM
Can you explain how the "respawn" mechanic will work?
What about solo faction players?
#28
Posted 10 September 2014 - 05:52 PM
Do Lone Wolf units count as IS? Clan? Does my Merc Unit *have* to be Clan or IS? Thus, if I join a Merc Unit, we all must decide together which faction we're going to be (even though we're not fighting for any particular faction, but rather ourselves)?
So, if I understand this correctly, any given unit, even Lone Wolf Merc Units, may only play in CW with half their mechs?
And thus, along this thinking: In choosing a merc unit to join, a player must consider what mechs he has - and know that no matter what, he'll only be able to use mechs of that faction while participating in CW?
In the old CW presentation at the Launch Party, you said there would be: General pug (lonewolf?) play, Faction Play, and Merc Unit Play. Is this no longer the case? Are all Merc Units now Faction Units?
#29
Posted 10 September 2014 - 05:53 PM
Like the plan so far.
#30
Posted 10 September 2014 - 05:54 PM
THIS IS A HIGH LEVEL DIRECTION DOCUMENT
BTW: Thank you for sharing it.
READ IT LIKE THIS:
Ok guys, I have some thoughts and ideas. This is what I think we should be doing and how it should work. Some of this we have and most of this we have to build. What do you think?
Developers: Could you tell me if this is possible and what issues we might face.
Artists: When you are doing art-work think about this in your overall design.
COMMUNITY: Does this meet your requirements for COMMUNITY WARFARE. What issues can you see.
A GOOD EXAMPLE OF THIS:
PLANETARY CONQUEST GAME-MODE: This new game mode and map is planned to be part of the map/game mode cycle of matches for Community Warfare.
What is being said here is: WE HAVE TO BUILD A NEW GAME MODE - WE HAVE TO BUILD NEW MAPS
Edited by Heer, 10 September 2014 - 05:56 PM.
#31
Posted 10 September 2014 - 05:54 PM
Deathlike, on 10 September 2014 - 05:51 PM, said:
Also, why isn't there a system to find players for a 12-man, since 12-mans are difficult to construct?
I mean, seriously...
... I hate to say this, but we really kind of need a LFG queue.
If nothing else, so players looking to construct a 12 man can get a list of players currently online (who may or may not be in their friends list) who are currently looking for a group to join. Such a thing would be really, really helpful.
#32
Posted 10 September 2014 - 05:55 PM
1. Dropship style respawns...not currently possible
2. New combat mode...not currently available
3. Chokepoint/gate mechanism...doesn't currently exists
4. New maps large enough to house number 3 and matter...wow nelly
5. New matchmaker mechanisms for team composition...not currently available
Lots of new stuff here...LOTS. I don't see how you complete this in the next couple of months. So what timeframe are we looking at here?
S
#33
Posted 10 September 2014 - 05:56 PM
Edited by SirDubDub, 10 September 2014 - 06:10 PM.
#34
Posted 10 September 2014 - 05:56 PM
Anyways.
Thanks much for the information, Paul. The new attack/defend mode actually sounds really killer, even if the notion of respawns makes me want to cry a little. Here's my question:
Is there any chance of the attack/defend mode, or a similar mode, making it over into the regular Puglandia queue, or are the solo players and casuals going to be completely cut off right away?
The document shown very firmly reinforces that Commodity Warfare is for very large, extremely rigidly organized units only. Is there any possibility for looser restrictions or relaxation of time limits such that a team doesn't have to have a hot-scramble 12-man sitting on their thumbs 24/7 on the off chance that somebody comes by to set them up the bomb?
#35
Posted 10 September 2014 - 05:57 PM
#36
Posted 10 September 2014 - 05:57 PM
Wintersdark, on 10 September 2014 - 05:54 PM, said:
If nothing else, so players looking to construct a 12 man can get a list of players currently online (who may or may not be in their friends list) who are currently looking for a group to join. Such a thing would be really, really helpful.
Been suggesting this due to the absence of a global lobby.
It would indirectly improve the New Player Experience, but you know... IGP actually requested that (to my own shock and chagrin).
#37
Posted 10 September 2014 - 05:57 PM
Any plans for making room for groups of other sizes than 12, or is that where faction defenders come in at?
Can we get an exact list of each factions mechs so we can start preparing ahead of time?
Respawns were mentioned in the new game mode. Is that limited to the four selected mechs for each player, or is it unlimited until certain conditions are met? I just want clarification because while the 4 mech "dropship mode" has often been a requested game mode unlimited respawns and respawning in general have been seen in a very negative light.
#38
Posted 10 September 2014 - 05:58 PM
#39
Posted 10 September 2014 - 05:58 PM
#40
Posted 10 September 2014 - 05:59 PM
1) Will assets such as jump-ships, drop-ships, lances, mechs have actual locations and logistical requirements. To attack point C, you travel to A and B... a mech attacking C cannot be used to attack D unless actually moved there, and so on.
2) unit first chooses an alignment, and then accepts contracts on a planet by planet basis? Is that it?
3) One single battle decides control of a planet, what is the expected length of that battle.. 30 mins? 45 mins? one hour?
4) What are the penalties for failing an attack? Costs involved -- such as the logistics question earlier. JumpShips and DropShips are expensive... What do you get if you fail the attack>
5) What are the benefits of winning for each case (attackers and defenders).
Edited by Kyrie, 10 September 2014 - 06:01 PM.
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