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Community Warfare - Phase 2 - Feedback


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#401 RetroActive

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Posted 11 September 2014 - 09:41 AM

Paul,

You mentioned that a planetary assault will last 3 days and a 12 man premade is required to initiate an attack. Do you expect a 12 man premade to stay together for 3 days straight in order to be successful in their attack? Once an attack has been initiated, and the attacking 12 man disbands before the 3 days is up, will smaller groups and solo players of the same faction be able to fill in for the attacking force?

Will it be required that the attacking force be from the same unit? Or just the same faction? If it is just the same faction, then small groups and solos will be able to band together in a 12 man to initiate an attack. This will allow small groups and solos to participate in attacks as well as defenses.

I believe some sort of lobby system is necessary in order for CW to be successful. There is no way a faction can be organized without some sort of "faction chat".

Edited by RetroActive, 11 September 2014 - 09:44 AM.


#402 AdamBaines

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Posted 11 September 2014 - 09:42 AM

View PostBhael Fire, on 10 September 2014 - 07:05 PM, said:


THAT'S WHY IT'S OPT-IN.

You can still play whatever mech you want in the Public play queues.

If you want to mix your tech you can play in the standard Public mode.


Also, Im sure for tournaments or Solaris VII style gaming your going to be able to leverage any mech you want.

#403 Feetwet

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Posted 11 September 2014 - 09:43 AM

View PostPaul Inouye, on 10 September 2014 - 09:41 PM, said:


1) Engineers almost choked me out over this
2) Engineering of the new game mode has been done.
3) Chokepoint/gate Mechanism completed
4) Map layout for 3 is done with tuning of game space being looked at.
5) New matchmaker mechanisms are part of Phase 2 development.



As I mentioned in another post above... respawn is something we are investigating still.. no guarantee it will be part of the game mode. My bad for messing up the copy/paste but it is still something being actively discussed in the office.


All I can say is that is GREAT news. In the future you should be more open about this kind of progress. I had no idea and I follow the forum regularly that this much work had been done towards Phase 2. Can't wait to see it and please...keep us in the loop.

S

#404 Almond Brown

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Posted 11 September 2014 - 09:43 AM

View PostFelio, on 10 September 2014 - 09:44 PM, said:

So CW is only for the career players (I mean them no disrespect), and everyone else can STFU & GTFO.


Assuming that CW play (Attacking) would "not be" best done without Comms on, any 12 players, of the same Faction, can assemble, create a 12-man Team and hit the Faction tab.

#405 AdamBaines

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Posted 11 September 2014 - 09:47 AM

View PostBanky, on 10 September 2014 - 07:08 PM, said:



Personally, I get it. Things have likely changed since then. But if PGI "does" have the full plan mapped out and signed off on, these are questions we should be able to get an answer on now.


They have stated that their SDLC is very much Agile, and if they are also trying to meeting some of the requests of the community, I dont know how much of a "fully mapped out plan" they would have, much less signed off on. And even if they did, id take it with a grain of salt as with most software projects, they can be very different at delivery then when signed off on in the planning stage. The spirit might be the same but the use cases will dictate its actual execution.

But thats just my guess and take.

#406 ImplicitAssembler

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Posted 11 September 2014 - 09:47 AM

SQUIRREL!

#407 Cybermech

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Posted 11 September 2014 - 09:48 AM

really delighted to hear all this, awesome news.

#408 BourbonFaucet

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Posted 11 September 2014 - 09:49 AM

Will the proposed Attack/Defend mode be available in private matches (regardless of whether or not they are paid with less than 24 players or free with 24 players?).

#409 StalaggtIKE

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Posted 11 September 2014 - 09:52 AM

Thanks for the feedback.

My question:

Without any logistics or R&R what are the incentive to go on the attack? Or even participate in CW, being that there is nothing to gain or lose?

Edited by StalaggtIKE, 11 September 2014 - 09:54 AM.


#410 Juvat

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Posted 11 September 2014 - 09:55 AM

*IF* you are sticking to lore as you say you are then it would be 12(IS)v10(C)... not 12v12 period. That would make Faction play for this aspect true to lore and much more viable. Anything other than that deviates from the core essence of BT. As for the defensive walls, etc. at choke points on maps you also fail to consider that some planets were not as "high" priority for defensive fortifications as others are (Hesperus yes versus some random Periphery border world no). Plus most IS fortifications were on their common IS borders and not along the outer perimeter as their main concern at this time was pirates and not anything beyond that.

#411 rusticatedcharm

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Posted 11 September 2014 - 09:59 AM

View PostRuss Bullock, on 10 September 2014 - 10:07 PM, said:

No. Let me know if I did blow it in the town hall, but I certainly meant IS and Clans - not down to the faction level.


Is there a possibility of a some type of reward for piloting a mech that are popular amongst your own particular faction? For example a Kurita mechwarrior piloting a Jenner 7-F would be in line for a small reward of some sort or extra compensation?

Edited by rusticatedcharm, 11 September 2014 - 10:09 AM.


#412 Dyrael

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Posted 11 September 2014 - 09:59 AM

Hey Paul!

What is your vision for the non-planetary conquest contract system in community warfare?

Suggestion for dealing with small groups/lone wolves in CW:
NPC Faction-launched attack/defend contracts where groups<12 and lone wolves can opt in; the contract payout goes into coffers. Basically the CW equivalent of a PUG match but with a goal/story to go along with it.

Thanks for listening!

#413 East Indy

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Posted 11 September 2014 - 10:03 AM

View PostPaul Inouye, on 10 September 2014 - 09:57 PM, said:


There is nothing stopping you from playing all of your 'Mech in the public game space. Community Warfare is the only place where you will be Faction restricted. Community Warfare is meant to be the playground of Units who fight for their Factions.

Any thoughts about opening up an experience of contested planets to the solo queue -- allowing players to pick an involved house, carry its banner and run its favored 'Mechs for the match, get a loyalty points for that house and a tiny bit for their permanently declared faction? Wouldn't have to affect the planet's control much or at all; essentially, themed public matches.

#414 Russ Bullock

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Posted 11 September 2014 - 10:22 AM

Hey Everyone,

Paul and I are already working on collecting the most frequently asked questions along with the top few concerns on the design.

We will get back to you with more information as soon as possible.

Thanks for your feedback.

View Postlartfor, on 11 September 2014 - 08:48 AM, said:

Will game modes other than conquest be part of CW?


Yes see Paul's post there is a new game mode. We are stil considering what other maps/game modes should be used and in what order or situation to simulate the planet take over.

#415 AdamBaines

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Posted 11 September 2014 - 10:23 AM

View PostMarack Drock, on 11 September 2014 - 06:34 AM, said:

Notice no release date on it. We won't see it for a while.


Ummm...did you see Russ' response. Stated end of fall this year. When pressed on what that meant he said by Dec. 21st. Go look back a few pages and learn to troll better.

#416 Russ Bullock

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Posted 11 September 2014 - 10:25 AM

View PostRetroActive, on 11 September 2014 - 09:41 AM, said:

Paul, You mentioned that a planetary assault will last 3 days and a 12 man premade is required to initiate an attack. Do you expect a 12 man premade to stay together for 3 days straight in order to be successful in their attack? Once an attack has been initiated, and the attacking 12 man disbands before the 3 days is up, will smaller groups and solo players of the same faction be able to fill in for the attacking force? Will it be required that the attacking force be from the same unit? Or just the same faction? If it is just the same faction, then small groups and solos will be able to band together in a 12 man to initiate an attack. This will allow small groups and solos to participate in attacks as well as defenses. I believe some sort of lobby system is necessary in order for CW to be successful. There is no way a faction can be organized without some sort of "faction chat".


Very good question - the 12 man being the only thing that can attack is certainly still an item were debating internally. Please standy by for more information. Thanks for your feedback and questions.

#417 Almond Brown

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Posted 11 September 2014 - 10:30 AM

View PostBlackfang, on 10 September 2014 - 11:41 PM, said:

Only if those 12 man teams are around to defend the planets, you may find the 12 man teams end up being overstretched down a warfare "theatre" in which case you may end up against a collection of pugs who are trying to defend or smaller 2-10 man teams. It was stated that if there wasn't enough players from a defending team the remaining spaces are opened up to solo players and smaller teams that might fit the gap. Yes, it's inevitable at some point you will fight a 12 man team, but that is the risk you take when you hit that faction tab and decide to make a valid contribution to the faction warfare and yes you might get rolled by said 12 man team but remember when they go to bed, primetime opens up elsewhere in the world and they may lose that planet again if an opposing 12 man decides they want it. Therefore the battle lines are in flux all the time due to shifting timezones, it should make for some really interesting gameplay and also strategic plans to move down a specific "planetary corridor" for want of a better description to reach an objective. That all depends on how far the Devs will let you push before they halt your advance (especially if you have a team large enough to cover majority of primetime matches)

I probably wouldn't worry about the 12 man roflstomp thing until we 1) know more about what's coming up (post in two weeks by Paul) and 2) We actually get to see the whole mechanic in action

Once it all kicks off I'm sure tweaks will be made in places to maintain the fun factor for any sized team. (cross fingers)


EDIT: but you are right an in game voip solution for like faction players whilst dropping would be ideal, or at least a "command rose" of some description so you can quickly and accurately designate targets or a scout could outline a "movement corridor" on a specific map that would be safe to go down to reach a particular form up point before crossing the line of departure.


And add to that the Defenders have a Base that sounds like it won't be real easy to get into and then they have to destroy certain key installations, while under fire from BOTH the Defending Mechs and its base defenses.

#418 Kraven Kor

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Posted 11 September 2014 - 10:34 AM

View PostPaul Inouye, on 10 September 2014 - 09:41 PM, said:


1) Engineers almost choked me out over this
2) Engineering of the new game mode has been done.
3) Chokepoint/gate Mechanism completed
4) Map layout for 3 is done with tuning of game space being looked at.
5) New matchmaker mechanisms are part of Phase 2 development.



As I mentioned in another post above... respawn is something we are investigating still.. no guarantee it will be part of the game mode. My bad for messing up the copy/paste but it is still something being actively discussed in the office.


Might I suggest the option of having not all CW maps have the same chokepoint / gate mechanic? Just a thought. I like it in general, and am just pushing for variety.

I will at the least log back in to check out CW once it is released, and again encourage you to do all you can to win back the Founders. Yes, we are all raging angry blankety-blanks but it is based on love and a fear of Video Game Company Corporate Shenanigans that we all know too well; that you know on some level happened here, regardless of the reasons or causes.

#419 DEMAX51

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Posted 11 September 2014 - 10:36 AM

Question:

Regarding Unit Coffers: will there be any purchasable items for Units (for instance, base/turret upgrades) included in Phase 2, or will these come in at a later point?

If these features are to arrive later, will there be any use for Coffer Funds when Phase 2 is launched?

Finally, also regarding Coffers, it was mentioned in the earlier design docs posted to the forums that Units would be able to charge their members dues (taxes) in the form a percentage of their C-bill earnings going directly into the Unit Coffer - is that still the plan, and, if so, is there any rough ETA for implementation?

Thanks very much for all of the info and answers so far, guys!

Edited by DEMAX51, 11 September 2014 - 10:48 AM.


#420 Almond Brown

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Posted 11 September 2014 - 10:41 AM

View PostHorusv2, on 11 September 2014 - 12:16 AM, said:

pls specify your understanding of peek hours.

will it be canadian time? europeans get shafted?


One could surmise that as a DAY (24 hours) progresses and as each Time Zone crowd comes Online (some will stay online across multiple TX's thus causing cross over of course) different Planets (sets) in different sectors of the I.S. border with the Clans will become active.

So no one gets shafted. You may be in a different sector of the Map, but your sector is just as important to Defend or Attack as any other.





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