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Community Warfare - Phase 2 Update - Sept24 Feedback

Community Warfare Feedback Sept 24

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#1 Paul Inouye

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Posted 24 September 2014 - 06:32 PM

Feedback on my post here: http://mwomercs.com/...-update-sept-24

Can be posted in this thread. Thanks!

#2 BLOOD WOLF

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Posted 24 September 2014 - 06:35 PM

I am eager to see the implementation, I see that some things have been removed from the initial implementation but it's still interesting nonetheless.

#3 Rebas Kradd

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Posted 24 September 2014 - 06:47 PM

So at this time, what features have been sublimated into "Phase 3"?

* House/Clan-based mech restrictions
* Planetary rewards
* Dynamic pricing
* Logistics
* Repair/rearm
* Crosstech salvage
* Contests on non-border planets

Anything else?

Edited by Rebas Kradd, 25 September 2014 - 06:05 AM.


#4 StalaggtIKE

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Posted 24 September 2014 - 06:51 PM

I'm not seeing the benefit of forming a larger unit at all. Being that there are no other benefits to maintaining a unit coffer, it would seem best to just break-up our units and make lonewolf groups. We can then coordinate joining attack/ defend queues for a cheaper drop cost. Are there no longer any plans of using collected funds for planetary defenses?

Edited by StalaggtIKE, 24 September 2014 - 06:54 PM.


#5 Destructicus

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Posted 24 September 2014 - 06:53 PM

I really think that drop costs should be put on hold until logistics are fully implemented....
My 2 cbills

Edited by Destructicus, 24 September 2014 - 06:53 PM.


#6 Zoeff

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Posted 24 September 2014 - 06:54 PM

Wait, what's LP? (an acronym used in the last 2 questions and answers)

I'm probably missing the obvious here...

#7 Eddrick

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Posted 24 September 2014 - 06:54 PM

Yay for Dropship Mode!

#8 slide

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Posted 24 September 2014 - 06:56 PM

I am disappointed that Merc units will have to align with a faction at first but the rest of it sounds ok.

Edit:

I have had some time to think about this further and I fully understand that a full contracting system is too much to bite off at the moment, but I also recognize that a lot of units take pride in their status as a Merc Unit and will take um-bridge at having to choose a faction even if they do have a preferred faction they will play for. So what I suggest is (I will limit this discussion to IS units because I fail to see how Clans would use mercs but it would work for them as well):

SPONSORED UNIT STATUS.

-At the start of each season a Unit leader will elect to play for the Merc Faction. Once this is chosen you are locked into to playing as merc the same as any other faction.

-After this the unit leader get a splash screen showing all the houses and their bonus with a check box, selecting one gets you sponsored by that house for a period of time during that season. Lets say a week. When this happens the units faction tag changes from our familiar friend to one reflecting our sponsored status (excuse my art skills) Davion in this case

Posted Image

This would obviously have to cascade through to all the unit members but that function should already be in place.

-once you are sponsored you can only play for that faction the same any faction player.

At this point you would effectively be a faction player whilst retaining your merc status.

What do I get?

-all players belonging to a sponsored unit (in CW matches only) would get a 10% cbill bonus to in game earnings but do not get any other bonus's that regular faction players get such as cheaper faction specific mechs

-loyalty retainer, for every week a unit stays loyal to their sponsor they could get and additional 1% bonus (up to a maximum of say 20%)

At the end of the week the unit leader then decides to stay (do nothing) or get sponsored by another house.

It could get very interesting here as the Sponsor bonus could be used to get merc units to move to more active fronts.

Example: Davion is rampaging through Liao space. Liao doesn't have enough players to defend all the time. Increase the sponsor bonus to 20% to get more mercs to sign on with Liao. Similarly you could do the same for the FRR against the clans.

Addtionally you could allow units to break their contract in less time than the week stipulated at the cost of Cbills from the unit's coffers, say 5 million Cbills the first time and escalating from there to stop units changing sides every 5 minutes.

Most of the tools to make this happen should be in place or on the drawing board, It requires about 10 minutes from an artist (new icons) a new splash page in the UI for choosing a sponsor and a bit of data base work tracking who is doing what which should be mostly in place anyway.

Just my thoughts, you could do much more but lets keep it simple to start with.

Edited by slide, 25 September 2014 - 05:48 PM.


#9 Johnny Z

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Posted 24 September 2014 - 06:58 PM

Good start. Cheers

#10 Tsig

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Posted 24 September 2014 - 06:59 PM

View PostZoeff, on 24 September 2014 - 06:54 PM, said:

Wait, what's LP? (an acronym used in the last 2 questions and answers)

I'm probably missing the obvious here...


LP is Loyalty Points. You can find more about it earlier in the FAQ.

Paul, CW is shaping up to be something epic.

#11 Zoeff

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Posted 24 September 2014 - 07:02 PM

Ah right, Loyalty Points, makes sense. Thanks!

#12 terrycloth

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Posted 24 September 2014 - 07:02 PM

So... if a unit has n players, it costs Cn per drop, where each drop can take up to 12 of that unit's players.

If a unit has 10*n players, it costs 10*Cn per drop, where each drop can take up to 12 of that unit's players.

Or are units generally small enough that the small ones are expected to be launching a lot of 4-man groups? Most of the ones I've seen are that small, I guess.

#13 StalaggtIKE

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Posted 24 September 2014 - 07:05 PM

View Postgh0s7m3rc, on 24 September 2014 - 07:00 PM, said:

The "larger" your unit, the more active it will be in CW, thus the greater the odds of having its name tagged on a ever-increasing number of formerly-contested planets.
Right? :)

I can run a large unit without flying under the same tag, by creating several small lonewolf units. We can coordinate an attack or defend and pay a cheaper drop cost. This system encourages it.

#14 Mechwarrior Buddah

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Posted 24 September 2014 - 07:05 PM

Can someone explain this? It looks really complicated

#15 DEN_Ninja

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Posted 24 September 2014 - 07:07 PM

View PostMechwarrior Buddah, on 24 September 2014 - 07:05 PM, said:

Can someone explain this? It looks really complicated


I thought people wanted CW to be overly complicated, convoluted, and hard to understand. :P

#16 Cimarb

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Posted 24 September 2014 - 07:07 PM

Love a lot of this. Only thing I do not like is the seasonal reset, but the rest of the info makes me very, very happy!

Keep it coming, Paul!

#17 Johnny Z

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Posted 24 September 2014 - 07:08 PM

View PostStalaggtIKE, on 24 September 2014 - 07:05 PM, said:

I can run a large unit without flying under the same tag, by creating several small lonewolf units. We can coordinate an attack or defend and pay a cheaper drop cost. This system encourages it.


Thats silly. None of the details are know, only that unit costs will be based on size.

That completely makes sense.

Saying otherwise is really reaching. For what I dont know.

Lastly. They have mercs as a group of players they want to make happy, it is clear from the last update. Lets see what additions are made once the base is in.

Edited by Johnny Z, 24 September 2014 - 07:10 PM.


#18 Mechwarrior Buddah

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Posted 24 September 2014 - 07:10 PM

View PostTichorius Davion, on 24 September 2014 - 07:07 PM, said:


I thought people wanted CW to be overly complicated, convoluted, and hard to understand. :P


Thought that was just them lol

#19 Tarzilman

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Posted 24 September 2014 - 07:11 PM

Sounds pretty nice so far. I'm curious about it.

What about a few sweet animations/short vids before/after a planetary fight? You know, stuff like turrets aiming in the sky, shooting at dropships or hangars where pilots climb in their mechs. Just to add more style and eye candy.

#20 Rebas Kradd

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Posted 24 September 2014 - 07:11 PM

View PostTichorius Davion, on 24 September 2014 - 07:07 PM, said:


I thought people wanted CW to be overly complicated, convoluted, and hard to understand. :P


And every other system in the game :P





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