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Community Warfare - Phase 2 - Feedback


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#501 MisterPlanetarian

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Posted 22 September 2014 - 03:19 PM

I'd also suggest that you'd be able to NARC/TAG power generators etc. Would give lights a more dynamic role for attack compared to defense.

#502 Threat Doc

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Posted 22 September 2014 - 03:48 PM

MP, I like the idea, but stationary targets should pretty much be auto hits.

#503 MisterPlanetarian

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Posted 22 September 2014 - 04:18 PM

The idea is to give lights the ability to have your teams lrm's fire over the gate and walls at the target building. Spotting would be a viable role and counter spotting/sniping would be needed to defend against it.

#504 Toaster Repair Pony

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Posted 24 September 2014 - 07:18 AM

Allowing Merc units to salvage Clan Mechs for use?
Allowing Daggerstar units to salvage IS Mechs?

Use a level up type of system... Unit A can only use IS Mechs until they win 3 battles, then they can field 1 Clan Mech. Win 6 battles, field 2 Clan Mechs.

I want to use the things I pay for in the content I've expected.

#505 Sjorpha

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Posted 15 October 2014 - 09:39 AM

View PostFaythh, on 24 September 2014 - 07:18 AM, said:

Allowing Merc units to salvage Clan Mechs for use?
Allowing Daggerstar units to salvage IS Mechs?

Use a level up type of system... Unit A can only use IS Mechs until they win 3 battles, then they can field 1 Clan Mech. Win 6 battles, field 2 Clan Mechs.

I want to use the things I pay for in the content I've expected.

I think a level up system doesn't work for this type of limitation, it will only create another need to grind to be competitive, just like it already is with the pilot skill. Just like all competitive players must run mastered mech we would then have competitive is teams in clan mechs, bye bye diversity.

I say keep the factions strictly separated, no "salvaged" mechs.Possibly if there is a 1 mech per team limit and only stock.

#506 BARBAR0SSA

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Posted 23 October 2014 - 01:55 PM

Pretty much the CW we all dreamed of would require

Multiple Planets with economies that are controlled by a select few people from each faction, this includes building of facilities for mechs etc. Then also using a tactical map, setting up targets and using squads of light mechs to scout for enemy targets. So an Xcom Afterlight type planet interface mixed in with sim City.

Actual mech destruction and then waiting list to purchase depending on factory load (I really thought SOMETHING like this would make it in CW) along with salvaging mechs. That would more so be a benefit to organized groups and also give some fear to seeing a lance of Lumbering mechs, along with change play styles; "Mike, if you lose that TW and we have to shell out 30 million Cbills to replace & arm it, you're not getting another"

Massive designs for the planets entire map

Space travel game mode/time frame

Persistant world for each planet that supports hundreds of players real time.

Repair, rearm mechanic for the long haul battles

What else am I missing here....sounds like a massive team and many years are needed.

Edited by shad0w4life, 23 October 2014 - 01:58 PM.


#507 Gorgo7

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Posted 23 October 2014 - 03:00 PM

Can't say

View Postshad0w4life, on 23 October 2014 - 01:55 PM, said:

Pretty much the CW we all dreamed of would require

Multiple Planets with economies that are controlled by a select few people from each faction, this includes building of facilities for mechs etc. Then also using a tactical map, setting up targets and using squads of light mechs to scout for enemy targets. So an Xcom Afterlight type planet interface mixed in with sim City.

Actual mech destruction and then waiting list to purchase depending on factory load (I really thought SOMETHING like this would make it in CW) along with salvaging mechs. That would more so be a benefit to organized groups and also give some fear to seeing a lance of Lumbering mechs, along with change play styles; "Mike, if you lose that TW and we have to shell out 30 million Cbills to replace & arm it, you're not getting another"

Massive designs for the planets entire map

Space travel game mode/time frame

Persistant world for each planet that supports hundreds of players real time.

Repair, rearm mechanic for the long haul battles

What else am I missing here....sounds like a massive team and many years are needed.

Sounds like you are dreaming of another game entirely.
As soon as some goof Captain of a merc unit controls a planet in this game the end is nigh...

#508 Valcoer

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Posted 12 November 2014 - 12:58 PM

This sounds as though all units are considered mercenary units that have either a short medium or permanent contract with a faction. The total lack of information concerning faction units supports this idea. It also sounds as though the choice of a contract will change a units status for the duration of the contract to that of the faction that they have contracted with. The complete lack of information on house/ clan units also supports this idea. And yet you never come right out and say that we are not allowed to be Regular House/ clan forces. In other words there will be no difference between a mercenary unit that has a permanent contract and a Regular house/ clan unit because there are no regular house/ clan units. In addition It seems there is no way to be a mercenary unit that is loyal to only one house/ clan other than taking a permanent contract with said house/ clan. Please give us information on the difference between Loyal mercenary unit and house unit if any and why the deception/ lack of information(lie of omission).

The common misconception is that a mercenary unit will have access to all of its inventory both clan and IS regardless of the contract it takes and will not earn loyalty points toward any house/clan and ranks within the unit will be set by the unit leader while house units will be restricted to mechs of the faction type but will earn loyalty points that will be used to set the players rank within the house/ clan. I do not wish players to answer this question but only an official position from pgi. This misconception is based on early explanations on your vision of how community warfare will work. Where you specifically said the difference between merc ad house is basically how rank is earnd/ set.

Edited by Valcoer, 12 November 2014 - 01:04 PM.


#509 Threat Doc

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Posted 12 November 2014 - 03:08 PM

Yeah, instead of all that Valcoer just went into, how about you just get back to the way factions are supposed to function in BattleTech, PGI, hmmm?

#510 Hoax415

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Posted 12 November 2014 - 04:47 PM

View PostValcoer, on 12 November 2014 - 12:58 PM, said:

[big, good post]


Quote

This sounds as though all units are considered mercenary units that have either a short medium or permanent contract with a faction.


Yes this is very real concern. What is a house unit if house units take the same types of contracts as merc units? But like most/many of the questions you posed the primary question is:
-do players have an individual faction? (so is a each player picking his own faction)
-is that faction completely overwritten if he joins a unit?
-does that individual faction limit which units they can even join?
-where and what and how do penalties come in?

etc. etc.

Quote

And yet you never come right out and say that we are not allowed to be Regular House/ clan forces. In other words there will be no difference between a mercenary unit that has a permanent contract and a Regular house/ clan unit because there are no regular house/ clan units


I wonder if this is because PGI doesn't yet know what they will manage to pull off in time.

Quote

In addition It seems there is no way to be a mercenary unit that is loyal to only one house/ clan other than taking a permanent contract with said house/ clan. Please give us information on the difference between Loyal mercenary unit and house unit if any and why the deception/ lack of information(lie of omission).


You lost me. In theory the game is tracking how long you stay working for any given faction. That (along with? your contract-length) determines how loyal you are in the faction's eyes.

When you talk about a merc unit that is loyal to a house. What would you want to see? I know that to some people for RP reasons its an important distinction but how should a Merc unit on a permanent contract be different from a house unit? I'm not even sure I know the answer.

Quote

The common misconception is that a mercenary unit will have access to all of its inventory both clan and IS regardless of the contract it takes and will not earn loyalty points toward any house/clan and ranks within the unit will be set by the unit leader while house units will be restricted to mechs of the faction type but will earn loyalty points that will be used to set the players rank within the house/ clan.


Nobody gets Clan and IS mechs. NOBODY. This is the official position as stated by PGI several times. You cannot have access to both at the same time. No matter who you are no matter what type of contract.

As for IS mechs. There is no restrictions within the IS mech roster. If you can use 1 IS mech you can use ANY IS mech. If you can use 1 clan mech you can use ANY clan mech and you cannot use ANY IS mechs.

You should have put these questions in the November 5th update thread where Paul might see them and answer them.

Edited by Hoax415, 12 November 2014 - 05:07 PM.


#511 Valcoer

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Posted 12 November 2014 - 04:54 PM

would love to hear how that was set up having never played table top.

I don't see anywhere in my post where I said " big good post"

Edited by Valcoer, 12 November 2014 - 04:58 PM.


#512 Threat Doc

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Posted 12 November 2014 - 07:34 PM

Valcoer, he was summing your post up by using those words, not actually quoting what you wrote.

Hoax415, all of the questions you said should have been posted to Paul, have been posted time-and-time again, with no to little clarity in answers forthcoming. PGI are NOT paying proper attention to factions, role-play or otherwise, as they said they WOULD do, and again this will turn out to be to their detriment, in the end.

#513 Cimarb

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Posted 13 November 2014 - 07:03 AM

View PostKay Wolf, on 12 November 2014 - 07:34 PM, said:

Hoax415, all of the questions you said should have been posted to Paul, have been posted time-and-time again, with no to little clarity in answers forthcoming. PGI are NOT paying proper attention to factions, role-play or otherwise, as they said they WOULD do, and again this will turn out to be to their detriment, in the end.

It is a WIP. Patience, grasshopper.

#514 Klappspaten

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Posted 30 December 2014 - 08:24 AM

Although I love CW gameplay, the ceasefiretimes make it basically useless for us to attack or defend any planets.
When my unit drops with 12 mechs on a planet we usually win our matches, sometimes turning the complete planet, just to get it snatched away from us in the hours before ceasefire. The battles we win are just pointless like that. Ceasefire is at 4 am for us and there is just no way that we can defend what we took.
This is a MAJOR disadvantage for all units that don´t come from N/A timezones.

#515 Threat Doc

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Posted 30 December 2014 - 10:42 AM

Well, before someone with more malice in their hearts than I answer you with a snide comment, let me just say that we're still in very early CW -at least, we better be- and other things are coming down the pipe. I share the concerns of everyone who have time and faction issues, and am worried that PGI are, once more, walking in the wrong direction with regard to these things. However, whether we stay or we go, this game is going to continue in development for a while, yet, and it's best to take a wait-and-see attitude with regard to things we cannot control. We can suggest, we can cajole, but ultimately PGI will need to change these things as they see fit; if we don't like the direction it's all going, we vote with our wallets and with our presence on the servers.

#516 Cimarb

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Posted 30 December 2014 - 02:13 PM

View PostKlappspaten, on 30 December 2014 - 08:24 AM, said:

Although I love CW gameplay, the ceasefiretimes make it basically useless for us to attack or defend any planets.
When my unit drops with 12 mechs on a planet we usually win our matches, sometimes turning the complete planet, just to get it snatched away from us in the hours before ceasefire. The battles we win are just pointless like that. Ceasefire is at 4 am for us and there is just no way that we can defend what we took.
This is a MAJOR disadvantage for all units that don´t come from N/A timezones.

Like Kay said, this is a work in progress. The issue you are speaking of is exactly why Russ wanted to have "battle windows" for CW, but we (the community) talked him out of that because it would have been even worse.

Russ said they are going to work on this first thing after the New Year, so please be patient. They are very aware about the issues all of us have. Even NA is not very happy about the static ceasefire time, as it means we have 45-60 minutes right in the middle of our playing time that we are unable to participate, and feel just as useless as you once the ceasefire ends.

#517 Kageru Ikazuchi

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Posted 30 December 2014 - 05:19 PM

While the back-end management overhead would probably be greater, I would prefer that each planet have variable and staggered conflict windows ... rather than all of the planets being contested for the same amount of time concurrently.

Ideally, the number, frequency, duration, and location of the individual planetary conflicts would align with both the players' prime times and the various faction populations.

So, instead of 30+ assaults all beginning, ending, and calling "cease fire" at the same time, more assaults could begin or end at different times throughout any given 24-hour day, adjusted to meet the player demand.

#518 Threat Doc

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Posted 30 December 2014 - 08:55 PM

Oh, Kageru, I LOVE that idea!!! Maybe each border could be considered a zone unto itself, and each zone could be handled once or twice per 24 hours, instead of everything coming down at once... you are a genius, and I really like that idea. This is an attaboy that takes away all the awww-shits!!!

#519 Scum of the Earth

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Posted 18 January 2015 - 12:40 PM

I have to say, this is not a very newb friendly tournament. I have been playing since hour 1 and over 8 hours a day and I'm not even going to get close to 30 points.

You either get a kill and a lose or no kills and a win most of the time. You should have made it where it was either 3 kills and a lost or 6+ assist and a win would get you a point. I just think it's rather dumb that it rewards players that have EVERY enhancement unlocked and totally geared out when it's new players that need a new mech more.

Edit; OK, I am going to state that I didn't think it would be possible for me to get to 30 points before the end but I did. It took me 156 matches to complete the challenge and I literally made 8 of those points in the last 15 matches I played. It also took me 13 hours and 2 minutes today of solid playing to earn the last 15 points I needed to get to 30 too. Having only 15 points after 2 days of work, I didn't think I could earn the other 1/2 I needed in time.

Edited by Scum of the Earth, 18 January 2015 - 07:44 PM.


#520 Morthash

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Posted 21 January 2015 - 05:15 PM

It was mentioned that the 4 mechs we choose to play with must be of the same technology core(IS or Clan). I have put a great deal of effort into certain mechs and I'm not sure what faction(s) I should put my loyalty into. I've put a lot of time into Nova's, for example, since I started playing a week ago and I still have no idea what factions will allow me to use it. Players should be allowed to click on a faction and get a list of mechs that faction uses and any other conditions that must be met before a player can use any given mech on that list. I found a list on the forums, but it's incomplete and it's not even official. I love this game, but at this point I have no idea what mechs to buy with my C-Bills and I don't want to agree to a 7-day contract just to see an official list of allowed mechs and then find out I can't use the mechs that I already have and then be stuck using trial mechs until my contract ends. Please do something about this soon.





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