Deathlike, on 10 September 2014 - 05:19 PM, said:
What this amounts to is a pseudo-match creation between parties... I'm not sure if 2 minutes if enough for a particular faction to response, nor 30 seconds for mech selection based on a personal dropdeck.
I'd rather see an example of the new mode first before I comment on how "functional" it is.
Not sure what you're seeing but I'll try to clarify what happens.
When you click the Faction tab, the only 'Mechs you'll be able to use from that point on (while participating in CW) are the 'Mechs associated with your account Faction setting. For example, you are currently set to "Merc Unit". This is an Inner Sphere setting. The only 'Mechs you can take into combat in Community Warfare are your IS 'Mechs. You will be joining your unit and other IS players in the war against the Clans.
If you leave the Faction tab on the main menu and return back to normal public play, all of your 'Mechs are available (both Clan and IS). Teams in public play are mixed technology exactly how the game is playing right now.
So yes, Community Warfare(Faction Tab) is 100% Clans vs IS. Public play (not in the Faction Tab) is mixed tech smashy 'Mech madness.. just like it is right now.
As for the timer on how fast someone can respond to the call to arms, it is both tunable, and that first 2 minutes is allocated so that the Unit who has defensive rights to the planet have priority to answer the call to battle. Remember, the battles take place during set hours throughout the day (peak player times like North America - West Coast, North America - East Coast, EU, Pacific whichever times have high player populations). If your unit has the defensive rights on a planet, it would be in your unit's best interest to be around during those peak times. If you are not around, you will be relying on your fellow faction players to defend the planet for you (who get invited after the 2 minute timer times out).