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Proposal: Queues For Latest Cw Update

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#1 Syrkres

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Posted 25 September 2014 - 01:13 PM

Proposal Queue System Change:

Current Design:
Under the latest UPDATE for CW, it looks like you will have up to 4 planets per Faction Border in contention. This means you will have 8 queues - each planet will have an attacking queue and a defending queue. Which means you need at least 8x12man teams per Faction Border (which of course can be made up of several smaller groups). In any case that is a LOT of 12man teams and with the current wait time 2-3 mins for 12mans, breaking it into 8 queues will make this even worse.

Proposal Design:
Since you are having standard times for contested areas, you could eliminate the "unique" queues per border and just have an attack queue and a defend queue.

DC = Draconis Combine

FWL = Free Worlds League

CC = Cappellan Confederation

CW = Clan Wolf (or any other clan Unit).










For example along the DC/CW Border you have 4 planets in contention, then along the CC and FWL border you have 4 planets in contention.

Once the timer starts all sides (defending and attack) get notice.
  • Each faction would get the appropriate message, so if Clans are attacking Kurita planet, and FWL is attacking CC planet, then an attack message would go out to the Clans and FWL with the appropriate planet that is being assaulted. Also a defend message is sent to Kurita and CC for their defending planets.
    • Example for DC: Draconis Combine Alert: Planet Grumium is being attack!!!
An team from clans form up 8man group, while FWL forms up a 2x2man groups, which forms an "attacking" 12man team, while DC has 2x4man groups and CC has 4man group and 2x2man groups form up, the MM picking first come first server form up a 12man defending team. Then a battle ensues, the attacking team wins (thus gaining X tokens) Both CW and FWL gain the tokens, CW for taking the DC planet, and FWL for taking the CC planet. Repeat...






This would reduce the number of unique 12man teams you need to create(8) to (2), whereas this proposal would only require 2x12man teams (1 attacking and 1 defending). Since each map you still have a Winner/Loser (not including a tie). One side still wins and one side still loses, though with this proposal results effect 2 planets instead of 1 per match.

Also you could further expand this, lets say you have your CW 4man team, your FWL 4man attacking FWL/CC team, and another FWL 4man attacking FWL/LC team, (2 different borders). The 3x4man teams form up a 12man attacking team, and when resolved (win or loss) it effects 3 different planets instead of 2 (or even 1).

This match making would not only be much easier to implement you should reduce most wait times compared to individual planet attacking/defending queues.


Immersion/Role Playing:
From a "role player" point of view, the other "team mates" are Mercs (hired guns). Does a player really care if 4 FWL join up with 4 DC, or even 4 Mercs?

This would allow for much easier integration of Lonewolves/Mercs as they would again pick defending (or attacking) contract and be grouped up with the apporpriate teams. They really don't even have to pick a planet, just Attack/Defend, though you may want to allow picking contracts for specific planets for mercs (and such).


Side Proposal:
Also as suggested many times before, if one side is lacking players, lets say defending side, you can "incrementally" increase the contract to attract more merc units to that side. So initially a contract starts at 2mil C-Bills to attack defend. 15 mins into the "contested" time the system sees that defending teams are lacking players, while the attacking teams have 12man teams waiting, it would up the contract for the defending to 2.5mil C-Bills hopefully attracking more players. This would increase as one side continues to see a lopsided number of players. Once enough players sign up for a contract it would automatically start to reduce the contract prices to avoid too many players jumping on.

Edited by Syrkres, 25 September 2014 - 01:19 PM.






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