Community Warfare - Phase 2 - Feedback
#301
Posted 11 September 2014 - 02:47 AM
sounds like fun !
#302
Posted 11 September 2014 - 02:49 AM
#303
Posted 11 September 2014 - 02:50 AM
#304
Posted 11 September 2014 - 02:53 AM
Quote
When an attack is first triggered, a notification is sent to all members of the unit that is part of the contract defenders.
The contract defenders have [2] minutes to respond by creating a 12-man unit team and clicking the defend button.
Question on this part: so this means if the defenders are offline, the planet is taken over by the attackers without a fight?
This seems kinda strange. How do you think tha will work out - do you expect every clan/faction to have a 12-man group beeing online 24/7??? I'd rather expected an option to mutually set up a date and time for the fight (like it is with the current leagues that are set up by players).
Edited by Quax1102, 11 September 2014 - 02:54 AM.
#305
Posted 11 September 2014 - 02:57 AM
ParjaiSkirata, on 10 September 2014 - 05:25 PM, said:
You realise as a merc unit you can only use IS mechs.
#306
Posted 11 September 2014 - 02:59 AM
Quax1102, on 11 September 2014 - 02:53 AM, said:
Question on this part: so this means if the defenders are offline, the planet is taken over by the attackers without a fight?
This seems kinda strange. How do you think tha will work out - do you expect every clan/faction to have a 12-man group beeing online 24/7??? I'd rather expected an option to mutually set up a date and time for the fight (like it is with the current leagues that are set up by players).
You would like a Batchall, eh?
Well, he said that after the two minutes other faction players will be able to defend that planet..
#307
Posted 11 September 2014 - 02:59 AM
Quax1102, on 11 September 2014 - 02:53 AM, said:
Question on this part: so this means if the defenders are offline, the planet is taken over by the attackers without a fight?
This seems kinda strange. How do you think tha will work out - do you expect every clan/faction to have a 12-man group beeing online 24/7??? I'd rather expected an option to mutually set up a date and time for the fight (like it is with the current leagues that are set up by players).
Reading the post before asking questions which are already covered in the post would be a good start.
CW only starts during peak player times. So at peak times there will always be some on of a given faction.
If numbers are low public players are then given the option to join.
so yeh feel free to read the post as not to appear foolish by asking silly questions.
Edited by Cold Cash, 11 September 2014 - 03:04 AM.
#308
Posted 11 September 2014 - 02:59 AM
My Question is this: Would it be possible to change the module system so that once a module is unlocked + Purchased it can be mounted on as many mechs as you wish ? That way modules stay pricey, keep the c-bill sink without having to mount them on only a single mech of your 4 mech dropdeck.
Thanks in advance for any feedback.
#309
Posted 11 September 2014 - 03:02 AM
Sky Hawk, on 10 September 2014 - 06:14 PM, said:
Hahaha.
#310
Posted 11 September 2014 - 03:07 AM
CyclonerM, on 11 September 2014 - 02:59 AM, said:
Well, and given noone is interested in defending this planet? Then what?
Cold Cash, on 11 September 2014 - 02:59 AM, said:
CW only starts during peak player times.
Of which time zone? Glad to see US/Canadian players attack planets held by European clans/factions during "peak player time" in PDT timezone and vice versa.
Oh, and by the way - beeing polite to someone you never met would be a good start for you
Sorry, still doesn't make sense to me.
#311
Posted 11 September 2014 - 03:09 AM
We need more detail than this. Lots more. This looks like a plan in it's earliest stages, not something well on it's way to being finished. After all of the promises and spectacularly missed deadlines, I need more than this to become optimistic much less open my wallet again.
Edited by Wraith0177, 11 September 2014 - 03:10 AM.
#312
Posted 11 September 2014 - 03:13 AM
For example you have someone invading sector c8 - thats 100 planets and, say, 500 fights - so shedule says some 200 fights go to us timezone, and 3 times 100 to different timezones. You get less teams ready/able - thats a auto-draw/win/loss (mb less fights next time), you get more - you may give more fights to that tz. End of "day" - summ of fights decide which faction gets/leeps how many planets, from which who contibuted to victory more - get to claim planets, who contributed not enought (or if no planets won) - get their score in storage for next phase.
So next one summs results, say 4 to 1 - so next operation will also be attack on next 80 planets plus 20 non-taken. Say in 5 days operation is over - you show who did how and such - then create new one. So that 5 years from now one can be proud that in his time he sure was something and have something to show for his/her efforts.
Why shedule is important? because making coordinated 12 man teams takes time and effort - one have to plan ahead and its much easier to do so if one knows when something is going to happen (say something at 7 something at 8 something at 9 local time). And you can create enough operations to cover all 24/7 for all factions and even make them correct itself in timing and scale based on popularity (or not). So that way you have more chances for both attackers and defenders to bring 12 man teams to action (and have more aux. players to play non-coordinated 12man teams against some odd coordinated one and/or other non-coordinated ones)
Why operations are important? - because of different timezones and different sized units. If you fight for a planet at day and it gets stolen by night - why fight at all, but with this bulk aproach even very small but persistent unit in barely populated tz - can eventually get a planet and/or feel that they do change things. Not mentioning that by creating different maxton-restrictions and/or tz involment on some operations - one can create smaller sandbox within a sandbox for people to play.
EDIT: judging from some replies from http://mwomercs.com/...eedback-thread/ - thats more or less what is proposed. well.. good luck then.
Edited by Bilaz, 11 September 2014 - 03:21 AM.
#313
Posted 11 September 2014 - 03:20 AM
I guess that raises the question of whether playing one faction on the account would adversely effect the loyalty points of any other factions we may wish to play or would we be able to raise our loyalty points with a number of factions simultaneously?
#314
Posted 11 September 2014 - 03:30 AM
Groups in community warfare will be hard limited to players in the same unit. This is to re-enforce faction gameplay so you will not see groups of mixed Kuria and Davion for example.
So my question: Will this keep us from having groups made up of 2 or more different units that are aligned with the same house?
My unit C4 does a lot of mixed drops with fellow Davion units on the Davion TS3 server.
Contract Defenders
The contract defenders have [2] minutes to respond by creating a 12 man unit team and clicking the defend button.
Does this really have to be a 12 man unit? Could this not be more then one Merc unit defending the planet? Or have the remaining spots filled in with house players?
ei. Merc unit has bind on defending but only has 7 player on right at this time so MM looks for a Merc group that has 5 binding on the planet and/or looks for 5 house players.
This is one of those thing that would help build alliances between units.
There are many examples of this in Battletch lore.
Invasion Mode- Map Requirements
Does this mean that we will be getting much larger maps?
Current maps in no way, shape or form come close to meeting the requirements that you have lain out.
Edited by Jacob Side, 11 September 2014 - 03:50 AM.
#315
Posted 11 September 2014 - 03:30 AM
If each player has to pick one mech of each class, let each player use all his mechs before the match ends, 3 respawns is more than enough I belive, and you could even introduce here an advantage for IS that would allow you to keep using 12vs12 (if you must), just give one less respawn for the clan faction and that will address the cannon idea that IS numbers were bigger. So at match end, the IS team possibly used 12x4=48 mechs while the Clan team possibly used 12x3=36 mechs.
How it should work, respawn should not be right after death, it should be per lance, in order to respawn the entire lance has to be killed, only then will 4 new mechs show up in the map. And it would kick ass if we actually saw the dropship fly in, drop the mechs somehow, and fly out, complete with defensive droship grade weapons, so any campers would get their buts kicked as the dropship lets the mechs out.
Personally I dont really like the barrier idea, game should end when one of the teams looses all mechs, or perhaps some sort of capture the flag similar to conquest where every capture point initially belongs to the defenders (except attacker drop zone that is not capturable), and lance leaders get a chance to decide where their droship delivers the lance, with valid options being the owned capturable zones plus the attacker's drop zone (for attackers only). And game ends when one team is wiped out, or attackers successfully capture every zone and defenders have nowhere else to respawn (and last mech is destroyed so no chance of recapturing). This would add a great strategic element, choose where to drop a fresh new lance.
#316
Posted 11 September 2014 - 03:31 AM
Drop decks: As the new Ready Mech system I can not approve hard enough, but I would suggest that it be returned to any four selected mechs rather than one of each class. I understand that having one of each enables you to quickly fill any available CW slot in the new game mode (and I'm sure some people will be very keen to do this), but for those of us that prefer one class over the others it is kind of pointless, as we will be skipping all the open slots that are not for our class anyway. Allow us to select four mechs of whatever class we like for CW, and if we can't get in the match we only have ourselves to blame. Nobody would complain about this, and players could continue to think of themselves as a Light or Assault pilot if they so choose.
12 mans VS everybody else: Like many other posters, this concept does fill me will dread. I know you as aware of the teamwork haxors as the rest of us, but you did not really explain how setting organised 12 mans against ragtag groups of defenders will be anything but a brutal stomp.
Solo Loyalists: It would be sad indeed if solo loyalist players are only able to partake in CW defensive duties. If this is not the plan then I apologise, but if it is please consider some kind of LFG or lobby where ragtag groups of attackers could group up and throw themselves at someone else's defensive line for a change. Also, I'm CJF, I'm not sure we're allowed to defend anyway...
#317
Posted 11 September 2014 - 03:32 AM
- Better dropships with more drop decks?
- Better defenses like more/better turrets and such?
???
#318
Posted 11 September 2014 - 03:32 AM
Hoax415, on 10 September 2014 - 09:17 PM, said:
IS players will be limited. It will be something close to the mech lists from the faction sales (though there were omissions and errors based on the lore in several of the sales). That's the closest to an official list we have currently but hopefully they will give us one soon.
Paul Inouye, on 10 September 2014 - 09:53 PM, said:
Apparently I'm not the one who is confused by that.
#319
Posted 11 September 2014 - 03:39 AM
Will every planet have unique settings and locales? (maybe similar to first question but thinking like desert planets, tropical, urban, etc)
Are the CW maps unique compared to the current maps for Conquest, Assault, Skirmish?
#320
Posted 11 September 2014 - 03:39 AM
1. Can players (mercs/faction) group up before any planet is attacked?
2. What happens if you can not form your group in time with the tonnage/class rules (say you got your 12man, but the team has 5 assaults and time runs out) ?
- Does your team fail to "secure" the denfensive team-slot for this planet and the defense will fall onto 12 faction players instead?
3. For the faction players, if the [class X] slots are filled and you have to switch class, but then the slots are filled too (by other faction players, who were faster with the class switching), would you be unable to join if you are not fast enough, or do you join the battle (FIFO) and THEN have to select your mech class? But what happens if you are not fast enough to select the mech in [30]sec ?
4. What happens if there is no denfending force, or if the defenders fail to assemble in time (both mercs and faction players) ?
Do you gain control % of the planet, or are you conquering a defensible speerhead position that the "defenders" have to take back from you?
5. If every invasion/attack will create a Notification, does the system "Spam" you with messages, if there are a lot of invasions happening?
Would you have a scrolling window where you can click/see the available and previous events, or only the "flashing" planets?
6. For future IS vs IS implementation, will there be mech chassis limits like Dragons for Kurita and Vindicators for Liao, or will you always be able to use all IS mechs?
This might be important for economy concerns when implemented.
Maybe something close to this? http://mwomercs.com/...and-cw-effects/
7. Will you be able to see who is attacking/defending?
Say, you know that Unit XYZ is attacking and you know they are very good, you could decide to not take the risk and leave the battle for other teams, or take the risk because you know that you have probably a better chance than other mecs/faction players against this team.
Example for 3.
9 Mercs had selected to defend with 0/3/3/3 and you as a faction player have [30]sec time to switch to a light mech to use one of the 3 light slots.
Do you have the spot for sure, or would it be possible that 3 other faction players can "snatch" your light spot, if they click faster?
Example for 5.
beware big GIF !
Example for 6.
Depending on your faction, you could have some starting mechs (including already owned trial mechs).
You then progress onto allied faction mechs, enemy faction mechs, rare mechs and ultimatively clan mechs.
The "leveling" progression would be fast at the start and slower later, so it would take some time and effort to unlock mechs like the Clanmechs for IS pilots.
Here the example has 5 tiers, but it would probably be better to have more than 10-15 and split some of the variants (like Kurita variants for a Steiner pilot beeing in a different Tier than the other variants of Steiner or Davion).
Edited by Reno Blade, 11 September 2014 - 09:46 AM.
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