Community Warfare - Phase 2 - Feedback
#501
Posted 22 September 2014 - 03:19 PM
#502
Posted 22 September 2014 - 03:48 PM
#503
Posted 22 September 2014 - 04:18 PM
#504
Posted 24 September 2014 - 07:18 AM
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
Posted 15 October 2014 - 09:39 AM
Faythh, on 24 September 2014 - 07:18 AM, said:
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
Posted 23 October 2014 - 01:55 PM
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
Posted 23 October 2014 - 03:00 PM
shad0w4life, on 23 October 2014 - 01:55 PM, said:
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
Posted 12 November 2014 - 12:58 PM
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
Posted 12 November 2014 - 03:08 PM
#510
Posted 12 November 2014 - 04:47 PM
Valcoer, on 12 November 2014 - 12:58 PM, said:
Quote
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
I wonder if this is because PGI doesn't yet know what they will manage to pull off in time.
Quote
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
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
Posted 12 November 2014 - 04:54 PM
I don't see anywhere in my post where I said " big good post"
Edited by Valcoer, 12 November 2014 - 04:58 PM.
#512
Posted 12 November 2014 - 07:34 PM
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
Posted 13 November 2014 - 07:03 AM
Kay Wolf, on 12 November 2014 - 07:34 PM, said:
It is a WIP. Patience, grasshopper.
#514
Posted 30 December 2014 - 08:24 AM
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
Posted 30 December 2014 - 10:42 AM
#516
Posted 30 December 2014 - 02:13 PM
Klappspaten, on 30 December 2014 - 08:24 AM, said:
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
Posted 30 December 2014 - 05:19 PM
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
Posted 30 December 2014 - 08:55 PM
#519
Posted 18 January 2015 - 12:40 PM
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
Posted 21 January 2015 - 05:15 PM
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users