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Community Warfare - Phase 2 - Feedback


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#361 Hobo Dan

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Posted 11 September 2014 - 07:05 AM

View PostSirDubDub, on 10 September 2014 - 07:37 PM, said:

Would you consider dropping the 4 respawn limit in favor of a total tonnage limit to make weight choice more strategic? For example, with a 100 ton total weight, a player can choose to pilot an Atlas for one life, a hunchback for two lives, or a Locust for five lives.


I logged in just to like and second this idea!

#362 Red October911

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Posted 11 September 2014 - 07:07 AM

Invasion Game mode is excatly what I was hoping for! Can't wait to see this new game mode up and operational!

Time to defend the Cappellan Home worlds from the evil hordes of Davions ;)

#363 Bilbo

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Posted 11 September 2014 - 07:07 AM

View PostXavier, on 11 September 2014 - 06:37 AM, said:

what if some pilots do not have a mech in a certain weight class, alignment. IE some players may not have clan assaults or IS heavies. How will they choose their four mechs if they don't have a mech in a class to fill.

Trial mechs.

#364 Calamus

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Posted 11 September 2014 - 07:11 AM

Quote

During peak player count times throughout the day, planetary control matches will be kicked off within the Faction tab. Players will see planets on the Inner Sphere map which are currently contested and be able to choose to be part of the fight.


What does this mean? One time slot per day? Two slots? Are EU peak times considered a peak count time?

#365 xWiredx

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Posted 11 September 2014 - 07:12 AM

View PostJohnny Z, on 11 September 2014 - 05:36 AM, said:


No offense but been said 100 times that the regular queue players can drop in anything they want, but that the factions wars have rules on which tech can be used by which side.


Quote

INITIATING AN ATTACK


Initial plan is to have initiation of an attack can only be done by a 12-man unit group. The group leader will select a planet and click the attack button.


I think Paul's text is probably about as vague as it gets, so there's a 50/50 chance you're right/wrong. There's also a good chance everybody including Paul is wrong because he doesn't seem to have a clear design for anything and everything is always subject to change (on the designs of days past, his track record for anything remaining anywhere near the original design seems to be rather poor at best).

What I -don't- want to see is solo players locked out of CW unless they join a unit, which his text seems to dictate and would be rather crappy.

#366 Bilbo

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Posted 11 September 2014 - 07:18 AM

View PostxWiredx, on 11 September 2014 - 07:12 AM, said:





I think Paul's text is probably about as vague as it gets, so there's a 50/50 chance you're right/wrong. There's also a good chance everybody including Paul is wrong because he doesn't seem to have a clear design for anything and everything is always subject to change (on the designs of days past, his track record for anything remaining anywhere near the original design seems to be rather poor at best).

What I -don't- want to see is solo players locked out of CW unless they join a unit, which his text seems to dictate and would be rather crappy.

The only thing this text dictates is that solo players are not able to initiate an attack. Even if the defending unit can field multiple 12-mans. The sheer number available for attack would seem to dictate that the majority of defense would be relegated to solo players.

#367 Hoax415

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Posted 11 September 2014 - 07:25 AM

View PostxWiredx, on 11 September 2014 - 07:12 AM, said:

What I -don't- want to see is solo players locked out of CW unless they join a unit, which his text seems to dictate and would be rather crappy.


Its been stated many times already that solo (no unit) players of all factions including: LNW players, Merc players and Clan loyalist players can participate.

-None of them get to mix tech
-None of them get to swap between fighting with clan mechs or IS mechs
-None of them get to salvage anything at CW launch

And if you are not interested in forming a 12-man somehow you cannot initiate an attack mission.

This is the only for sure position they have staked out that is a restriction on players and it applies equally to players in units and outside of units. i.e. if I'm in Marik and I'm in a Marik unit but we have 10 people online we can't attack unless we pick up 2 more people.

Potential restrictions we aren't sure of:
-Can a 12-man LNW team actually launch an attack? What about merc units and clan loyalists?
-Can a 12-man of a mixture of units (BUT NOT FACTIONS) launch an attack?
-Can a 12-man of a mixture of Davion and Merc factions launch an attack?
-Do LNW/Mercs/Loyalists have to select a IS or Clan they are working for or can they work for everyone on IS or all Clans simultaneously however they feel like?

That's all I can think of at this time. There are probably more.

View PostCharlieChap, on 11 September 2014 - 06:42 AM, said:

2) Biding for defence. Why before the attack and then everybody waiting around 24/7 on the off-chance that they may get a call to arms ?


I optimistic the explanation for the defensive bidding process in advance is that the defending unit that wins the bid gets to pick when the planet becomes open for attack. So basically if you are an Aussie unit you pick a timezone (from a list? can you set it to any time? who knows!) when you guys are all online and that is when 12-man premades can attack your planet.

Its the only way I can get that to all fit together and it solves a few of the concerns but in no way have they confirmed that. We're just missing far too many details.

View PostMaxx Blue, on 11 September 2014 - 06:42 AM, said:

1. You mentioned the RESTRICTIONS if you pick a faction (Mech choice and planets you can fight over), but what are the ADVANTAGES to picking a faction? Why shouldn't I just pick 'Lone Wolf' and fight in whatever mech and whatever planet I want?


Faction mech restrictions are out sadly. Also FYI if they were doing faction restrictions there are actual lists for what mechs regular merc units could expect to have at this time. So there's no reason that LNW/Mercs would be required to get access to all IS variants.

Edited by Hoax415, 11 September 2014 - 07:28 AM.


#368 intothefray

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Posted 11 September 2014 - 07:32 AM

Looks like it's already been said multiple times but I think I'll chime in.

The 12 player contract requirement kinda sucks. We're a smaller group but we want to participate. When CW comes I'm sure we'll get 12 players every now and then but only being able to play during maybe a 30 minute period when everyone is patient and online will pretty much take all the enjoyment out of it.

I absolutely love that you've added 5-10 player groups back in. It's made the game 200x more enjoyable even if we get our asses stomped every now and then.

Not really a question, but I'd love if you'd plan this out better to allow for a little more leniency on group sizes or contract sizes etc.

#369 HRR Mary

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Posted 11 September 2014 - 07:33 AM

So basically, CW is gonna be a "standard mode" with a gimmick (uhhh dooors), that changes color on a map ? No salvage, no management of mechs Repairs and/or Availability, with the possibility that a team attacks you while you are sleeping after a full day work ?

You are right, that's nothing like we've ever seen before.

(oh, and isn't that the "Dropship mode" you promised 3 years ago ?)

#370 Aidan

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Posted 11 September 2014 - 07:41 AM

Is MWO Community Warfare "Free-to-Play" ? If not, what will it cost?

#371 p4r4g0n

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Posted 11 September 2014 - 07:43 AM

I'd hazard a guess that the 2 minute window to respond by the designated Defence unit is intentionally short to allow more opportunities for Lone Wolves, smaller units, etc to get a chance to get involved. Also, this may be a mechanism to hinder larger units from hogging all the planetary defence contracts, maybe?

Insofar as the imbalance between an organized 12 man vs a gaggle of defenders, do bear in mind that good fortifications will give the defenders an advantage and may negate the attackers advantages.

Edited by p4r4g0n, 11 September 2014 - 07:44 AM.


#372 Johnny Z

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Posted 11 September 2014 - 07:53 AM

View Postp4r4g0n, on 11 September 2014 - 07:43 AM, said:

I'd hazard a guess that the 2 minute window to respond by the designated Defence unit is intentionally short to allow more opportunities for Lone Wolves, smaller units, etc to get a chance to get involved. Also, this may be a mechanism to hinder larger units from hogging all the planetary defence contracts, maybe?

Insofar as the imbalance between an organized 12 man vs a gaggle of defenders, do bear in mind that good fortifications will give the defenders an advantage and may negate the attackers advantages.


Well its so the attacking team doesnt have to wait around forever. I guess this balances out the difficulty to get a 12 man up and running. The defense will be left to none 12 man groups in many cases but a 12 man that just capped a planet may want to be around for the defense at first and so on.

Many scenarios can be played out here. Also be nice to your faction mates, lone wolves and dagger star if you want any help in the defense :)

Edited by Johnny Z, 11 September 2014 - 08:24 AM.


#373 Almond Brown

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Posted 11 September 2014 - 07:55 AM

View PostSolis Obscuri, on 10 September 2014 - 06:17 PM, said:

But if they need to jump the wall in order to threaten the generators... where does that leave non-jump capable lights?


From the Document:

Quote

If the attackers use high ground positions and take out the power plants holding the magnetic doors shut, the doors will lose power and a safety mechanic opens the doors allowing the attackers through.


#374 deputydog

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Posted 11 September 2014 - 08:00 AM

The big question is as a merc unit can we use our clan mechs on some planets and our IS mechs on others, and what are the limits to the number of fights we can be in?

If only a couple of members of our unit are online can we drop onto a planet as a solo or small 2-4 man group and pick either side?

Do we get cbill/salvage for doing so? Or is RnR part of Phase 3?

#375 Almond Brown

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Posted 11 September 2014 - 08:08 AM

View PostWintersdark, on 10 September 2014 - 06:48 PM, said:

Seems pretty clear that you can ONLY use IS or Clan mechs as per your Unit's faction.

This is why I'm really upset.

I've got (IS):
6 Hero Mechs worth roughly $140
18 Phoenix Mechs worth $150
~21 Other IS mechs (many purchased with MC)

Clan:
15 Clan Mechs ($175)
and I wanted to grab the next 4 clan mechs in their pack for another $140

So, no matter what, I lose use of at least $300 of real-money purchased mechs in CW (read: The Whole Game I've Been Waiting For).

Now, I'm sure there's lots of people lining up to go off on "you should have known" or some such, but nothing of the sort was said. Whatever.

So... I'm kind of interested here: Do I have either way have ~$300 worth of PUG-only mechs? And my selection of which mechs I get to use is based not on which I'd prefer, but which the majority of my friends prefer?



A total guess here but I assume one can change affiliations to allow use of both sets of Mechs. As per the Lore, the Clans used Clan Tech, the I.S. the same deal. Thus, if your faction tag is only "Locked" after accepting a Contract, your faction at acceptance time is "locked in" then the choice is yours to make prior to clicking Accept/Defend/Attack what have you.

Choice your Faction and or Clan affiliation and your Drop Deck prior to "clicking ready". Then fight under that Banner for that contract period. Reset after as desired.

Edited by Almond Brown, 11 September 2014 - 08:10 AM.


#376 Bilbo

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Posted 11 September 2014 - 08:11 AM

View PostAlmond Brown, on 11 September 2014 - 08:08 AM, said:




A total guess here but I assume one can change affiliations to allow use of both sets of Mechs. As per the Lore, the Clans used Clan Tech, the I.S. the same deal. Now if your faction tagged is only Locked after accepting a Contract, your faction at acceptance time is "locked in" then the choice is yours to make.

Choice your Faction and or Clan affiliation before "clicking ready". Then fight under that Banner for that contract period. Reset after if desired.

In the past they spoke of penalties to loyalty points for doing this. To what degree, or even if it's still planned is anyone's guess. No mention of LPs in the CC, so who knows.

#377 Nayonac

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Posted 11 September 2014 - 08:15 AM

View PostPaul Inouye, on 10 September 2014 - 09:26 PM, said:


Phase 2 will not include logistics. The amount of development for logistics is just too big in scope to get into Phase 2. This has always been something we've wanted to do. Bryan even talked about it at the Launch Event. We know the fun factor that would come with logistical Unit management but we cannot put this in right at the moment. It it scrapped and completely off the table? Not in the slightest. We just want to make sure the core of the Inner Sphere vs the Clans was in place first before scoping out features like logistics.



This is something we've always pondered and discussed. One issue is that we do not have a server browser because players are not connected to a server until they drop into a match. This is something we do want to tackle but it will not be done until after CW Phase 2.


Something that has been done with eve online is that they have a different server for local chat, so assuming you make a Global and say faction chat, you could have a server that people connect to in the UI while in the faction tab

#378 WarHippy

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Posted 11 September 2014 - 08:19 AM

View PostDeadfire, on 10 September 2014 - 09:01 PM, said:

Look at the Faction Sales for which mechs are "Faction Ruled"

RASALHAGUE:
Spoiler


House Davion
Spoiler


House Liao
Spoiler


House Marik:
Spoiler


House Steiner
Spoiler



Those are not complete lists or at least I hope not. I mean come on Steiner has no Atlas mechs available?

#379 Almond Brown

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Posted 11 September 2014 - 08:21 AM

View PostLeopardao, on 10 September 2014 - 06:57 PM, said:

stuff


Or when you sit down to play, go to your Profile page and select whatever faction you want to be that session. I did not read where your Faction affiliation is hard coded. Easily changed currently, not sure why that would change any time soon.

Of course, if you are a "CLANNER" at heart, then those I.S. chassis you own were for training purposes and to play with for "FUN".

This CW deal, it is serious stuff. :)

#380 Gallowglas

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Posted 11 September 2014 - 08:27 AM

What will be the process for affiliating with canon merc companies such as Wolf's Dragoons? Will this affiliation be applicable unit-wide? If ourselves and other units affiliate with this faction, will we have controls which allow us to coordinate and communicate with those other units, or will the the affiliation be strictly cosmetic? Will mercs have a secondary affiliation (WDs work for Davion), or will such affiliations exist only for purposes of a contract to defend or attack a planet?

Edited by Gallowglas, 11 September 2014 - 08:40 AM.






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