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Community Warfare - Phase 2 Update - Sept24 Feedback

Community Warfare Feedback Sept 24

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#61 MalodorousMonkey

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Posted 24 September 2014 - 10:30 PM

Sounds pretty fun to me. I like that most planets will be up for grabs if a faction is doing well. Would be cool to see something very different from lore (Alternate universe!).

One thing I do want to ask is what happens if nobody chooses to defend? I used to play mechassault 2 on xbox live, and it had a sort of planetary conquest mode. One of the big problems in that game mode was that tons of people would go to attack, but very few people would defend. So if you couldn't get even teams, a game couldn't start, and the attackers could never "attack". Thus, you could stop an invasion by NOT defending....

So if I'm understanding the described system, you could choose whether you want to attack or defend a planet. If this is the case, what incentive do they have to defend rather than initiate an attack? Though I understand the numbers are tentative, the current doc shows a greater reward for winning an attack match than for winning a defense match. I could see this being another disincentive to defend. Why defend when you can get double the bonus cash for attacking?

TLDR;
If everyone chooses to attack rather than defend, will factions be unable to conquer planets? Can a faction halt an invasion simply by not showing up to defend, and thus, not initiating an attack game?

#62 hybrid black

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Posted 24 September 2014 - 10:34 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.

yes by playing for a house
being a merc isent for anyone its risk vs reward you wont get the contract part as much playing with scrubs

#63 L Y N X

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Posted 24 September 2014 - 10:34 PM

Question 1- By making the Mercenary units align/choose a faction (IS house or Clan) aren't you doing away with the original concept of Mercenary Units fighting for Periphery planets of their own?

Question 2- It is stated that Merc Unit independence might be incorporated in the future. If not, then mercs are finished are we not?

Questions 3- Can we become a Clan aligned unit for now and IF mercs gain a meaningful role in the future could we as a Unit revert back to a merc unit?

Basically, (I am speaking personally not as a leader of a battalion sized roster of mercs) I do not wish to align with any IS house, I am attracted to the Merc role that I was sold for the Legendary Package more than a year ago and have been trying to wait for as patiently as possible. Short of being a mercenary unit, if that choice is removed from the table then I would rather align as a clanner.
Q5: How interchangeable is my unit?
Q6: Do I have to hand it over and leave my unit?

Q7: Do I get to change Units Tags/Name with re-alignments from Merc to Clanners and vice versa?
Q8: Would I have to remake a new unit each time we re-aligned in order to change tags and unit name???

These are sincere questions, please PGI provide sincere answers.


PS. as a Unit Leader, I have to poll my members to see where their hearts lie in all this I know I have some members who are dedicated to one house or another, but by being mercs and not house affiliated, I've been able to avoid this sort of in-unit arguments. Now PGI, you are asking for a lot and I am not yet sure that our Merc unit can survive. Please give me some hope.

Edited by 7ynx, 24 September 2014 - 10:51 PM.


#64 MalodorousMonkey

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Posted 24 September 2014 - 10:35 PM

View PostRebas Kradd, on 24 September 2014 - 06:47 PM, said:

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

* Merc Unit/Lone Wolf/Dagger Star participation
* Possible mech play restrictions
* Planetary rewards
* Dynamic pricing based
* Logistics
* Repair/rearm
* Crosstech salvage
* Contests on non-border planets (including capitals or Periphery)

Anything else?


Well at this time, I would much rather them get the core working. For all the slow development that PGI is guilty of, I think it's actually smarter for them to just get the basics of CW in and make sure it's working right before adding in a bunch of extra stuff.

#65 Deathlike

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Posted 24 September 2014 - 10:39 PM

For the big/small unit scalar "costs for dropping", it really should be based off of the player's activity relative to the unit... as big units will tend to have a fair portion of their players not active. It should probably be scaled relative to the time spend dropping in the actual game (minus all that time spent in the mechlab)... that would be a more "accurate" representation of the group... with possibly a "cap" on both ends (those inactive vs those always playing the game). Otherwise, it would be kinda unfair to big groups with "half an active roster".

#66 MalodorousMonkey

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Posted 24 September 2014 - 10:39 PM

View PostCmdr Rad, on 24 September 2014 - 09:02 PM, said:

As was mentioned earlier... single players queuing up for a drop don't have any logistics placeholder costs that units seem to have, so aren't you essentially taxing the ability to drop with your fellow unit members?


It seems like a bit of a patchwork decision to give the unit coffers a reason to exist, yes. However, I wonder if it won't help balance a bit?

I mean, in the current group queue, people don't like that 6 groups of 2 will get absolutely slaughtered if they drop against a full 12-man. So maybe this will encourage smaller groups? Not the most ideal form of balance, I suppose, but maybe it will at least serve a purpose.

#67 MalodorousMonkey

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Posted 24 September 2014 - 10:47 PM

View PostSam Slade, on 24 September 2014 - 10:23 PM, said:

One word: Outreach. It's the perfect lore based solution. Free agents arrive on Outreach looking for a contract or a unit to join, the matchmaker provides.

There are plenty of lore based mercenary groups that are not being used; this could be a great way to incorporate them into clan war. If Lonewolf, dagger star, merc corp players are added to the Outreach pool then any matchmaker gaps can be plugged with mercenary players. So, the defence of a Davion world may fall to 8 Davion aligned players and a lance of the Erridani Light Horse or the Grey Death Legion: it could be pretty awesome.


I could see this being a bit of a better solution than making merc corps align with houses. As it is, merc corps aren't really any different from other factions.

The only thing that I could see that may be perceived as a negative would be that merc corps would essentially be a less limited version of a faction. Unless you just like the Drac logo, why no join a merc corps? You have more options of where to fight that way.

So while this suggestion is more realistic, and something I'd like to see, I don't think PGI will go with it :(

#68 Sam Slade

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Posted 24 September 2014 - 10:52 PM

View PostMalodorousMonkey, on 24 September 2014 - 10:47 PM, said:

The only thing that I could see that may be perceived as a negative would be that merc corps would essentially be a less limited version of a faction. :(


You don't get the loyalty point bonus you would get as a House Unit member. This could simply be used to represent the robust mercenary economy that is a strong feature in Battletech lore. Hell, the merc unit names wouldn't even need to be real(it would just be way cooler).

#69 Wintersdark

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Posted 24 September 2014 - 11:01 PM

View PostDeathlike, on 24 September 2014 - 10:39 PM, said:

For the big/small unit scalar "costs for dropping", it really should be based off of the player's activity relative to the unit... as big units will tend to have a fair portion of their players not active. It should probably be scaled relative to the time spend dropping in the actual game (minus all that time spent in the mechlab)... that would be a more "accurate" representation of the group... with possibly a "cap" on both ends (those inactive vs those always playing the game). Otherwise, it would be kinda unfair to big groups with "half an active roster".
This is a really good point. You absolutely do not want to penalize a unit for having inactive members. That just makes it harder to return to the game after some time away.

#70 L Y N X

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Posted 24 September 2014 - 11:03 PM

View PostMalodorousMonkey, on 24 September 2014 - 10:30 PM, said:

Sounds pretty fun to me. I like that most planets will be up for grabs if a faction is doing well. Would be cool to see something very different from lore (Alternate universe!).

One thing I do want to ask is what happens if nobody chooses to defend? I used to play mechassault 2 on xbox live, and it had a sort of planetary conquest mode. One of the big problems in that game mode was that tons of people would go to attack, but very few people would defend. So if you couldn't get even teams, a game couldn't start, and the attackers could never "attack". Thus, you could stop an invasion by NOT defending....

So if I'm understanding the described system, you could choose whether you want to attack or defend a planet. If this is the case, what incentive do they have to defend rather than initiate an attack? Though I understand the numbers are tentative, the current doc shows a greater reward for winning an attack match than for winning a defense match. I could see this being another disincentive to defend. Why defend when you can get double the bonus cash for attacking?

TLDR;
If everyone chooses to attack rather than defend, will factions be unable to conquer planets? Can a faction halt an invasion simply by not showing up to defend, and thus, not initiating an attack game?



I'm just speculating here, obviously I don't know, but... If the 2 hours window expired and no defenders filled the queue, (a real corner case) then would not the conquest succeed undefended? (ie. without a fight.) Plenty of precedents for this sort of thing in real life history.

#71 deimosAnomaly

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Posted 24 September 2014 - 11:08 PM

-What will be the indicators of a planet being contested (anything else then visual changes on the map)?

-Have you considered setting up a notification feature (so you would get alerts if your faction is attacking something, the main battle time starts, defend is needed etc EVEN if you are not in the FACTION tab currently?)

-Are you planning to add a UI element to the FACTION tab that you can get info about ALL currently ongoing conflicts with details of participating factions and an easy way for opting in the ones you are eligible for?

-Will there be an easy way to track token count for a given conflict (e.g not needing to click into planetary info)?

Edited by deimosAnomaly, 24 September 2014 - 11:08 PM.


#72 MalodorousMonkey

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Posted 24 September 2014 - 11:08 PM

View Post7ynx, on 24 September 2014 - 11:03 PM, said:



I'm just speculating here, obviously I don't know, but... If the 2 hours window expired and no defenders filled the queue, (a real corner case) then would not the conquest succeed undefended? (ie. without a fight.) Plenty of precedents for this sort of thing in real life history.


Well if one attacking group queued, and 2 hours passes without a single full defense group forming, it would make sense to just give the planet over.

But what about cases in which a few games have already been played out? Say it has been an hour, and an attacking clan has gained 5 of 10 tokens against an IS world. What if no defenders join for the remaining hour? Would the clan get the planet for free, even though matches have already been played and they already have 5 tokens?

#73 MalodorousMonkey

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Posted 24 September 2014 - 11:14 PM

View PostSam Slade, on 24 September 2014 - 10:52 PM, said:

You don't get the loyalty point bonus you would get as a House Unit member. This could simply be used to represent the robust mercenary economy that is a strong feature in Battletech lore. Hell, the merc unit names wouldn't even need to be real(it would just be way cooler).


I just skimmed through the doc again and only saw a few references to LPs. What are LPs supposed to be other than a numerical representation of how loyal you are to a faction?

That is a good point, though. I guess since I don't remember reading anything about loyalty points or what they will do for you I wasn't thinking about them.

The "freelancer" idea is looking even better to me now. Maybe mercs can even have a different system for rewards regarding the attack/defense of a planet. Rather than a flat reward, their reward will grow higher the longer a queue for a specific world has been waiting. Then, as you mentioned above, they can act as the "filler" for the matchmaker.

Edited by MalodorousMonkey, 24 September 2014 - 11:21 PM.


#74 Risen

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Posted 24 September 2014 - 11:16 PM

First of all, good ideas, keep it up, and get it running! :)

Now to the questions and suggestions:

You say that for the defense of a planet all players (divided into Clan and IS) are allowed to partake.
Towards lore this is quite sad.
Maybe you can split this up, going with Davion+Steiner support each other and Kurita+Liao+Marik support each other giving FRR the chance the support any (they have their hands full of clans anyway).
If you want to keep the rules in place please have a little lore added in the Loyality points:
Create a LP loss for Liao players defending Davion planets or Steiner players defending Kurita planets.

In IS vs Clan matches the "all support" rules could stay in place since you want the invasion to be your primary battlefield.


Next question:
The attackers team takes a planet for the faction after receiving 10 tokens.
What will happen if the attacker receive 10 tokens and decide to not defend against any further counter attacks from the defenders?
Will there be a time based token loss if players are willing to fight over a planet?
Can planets be taken without a shot fired if no one is willing to defend a planet vs unit "x"?
Players want to play if they plan to attack a planet (and later will even pay for it via logistics).
It would be sad to sit around in the attack queue with a full 12 until 12 defenders are found.
Maybe 10-15 minutes of wait time result in a token?

#75 Brut4ce

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Posted 24 September 2014 - 11:38 PM

View PostSam Slade, on 24 September 2014 - 10:23 PM, said:

One word: Outreach. It's the perfect lore based solution. Free agents arrive on Outreach looking for a contract or a unit to join, the matchmaker provides.

There are plenty of lore based mercenary groups that are not being used; this could be a great way to incorporate them into clan war. If Lonewolf, dagger star, merc corp players are added to the Outreach pool then any matchmaker gaps can be plugged with mercenary players. So, the defence of a Davion world may fall to 8 Davion aligned players and a lance of the Erridani Light Horse or the Grey Death Legion: it could be pretty awesome.



Thats the suggestion i had in mind to quote in here, Sam beat me to it :)

Recently i have been revisiting my Old games stack and went through MW2: Mercenaries. The "campaign" format on that game is something i always considered one of the better features of that title especially in terms of immersion; It also got me thinking of how cool would it be to have something like this in CW here, for Mercenary units and Dagger stars; also as Sam and others quoted it would be an awesome tool to "fill in" gaps in MM, and would provide an immersive element for mercs taking up contracts to participate in battles and for dagger stars as Clan players from the Clans not in the initial invasion called for as "reinforcements" to the Clan invading force, as it pretty much took place in the lore.

Finally it would be awesome for Example to have a few interactive GUIs under the "Faction" tab to incorporate this each season. For example:

When Season starts each player that has chosen their respective faction/clan/merc/dagger star affiliation, could have a slightly different overlay under their "faction" tabs, eg. maybe something like this :

For mercs :
Posted Image

For Dagger stars:

Posted Image

For IS House players (change flags to represent specific houses according to players' choice):

Posted Image

For Invading clans (Change symbols and insignia according to players' specific clan choice) :

Posted Image

Each overlay will have the same options in a respective "logical" location to click and expand, options like:

-Current IS map
-Setup Dropship
-Comstar Contract database (for Mercs), Battlefront assignment (for IS House players), Invasion bidding (for Clan players), Invasion reinforcements (for Daggerstar players)
-Newsfeed
-Battle schedule
-Alarms
etc.

what do others think about this?

<S>

#76 Lord Perversor

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Posted 24 September 2014 - 11:42 PM

Quote

Will the IS map change depeding on which planets are captured? Will the colored border around the planet immediately reflect this to show that the territory is now controlled by a different Faction?
There may be a very slight delay in the map updating but it should be minimal. And yes, the map will change and the borders will update. Who knows, maybe you'll see Liao pull a Hail Mary and take over the IS and keep the Clans from invading. :)


Give us the Urbie and we'll wipe the floor with Clans mechs :angry:

#77 Savage Wolf

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Posted 25 September 2014 - 12:10 AM

The question that I want answered the most is this:

Is the design goal of planetary conquest to give a match based more on objectives than taking out the enemy forces? To give an exampe, Conquest mode as it exists currently is still primarily focused on taking out the entire enemy team as opposed to winning on capping. Capping is the secondary objective and is the least likely victory condition.

So are the design goals for planetary conquest that destroying the generators are the expected victory condition as opposed to wiping out the enemy team. Or is just a secondary objective one must simply make sure is not achieved while destroying enemy mechs?

Also, will the defending players have a similar objective that will grant them victory by destroying? Attacking players must destroy the power generator, what must the defending players destroy?

#78 Reno Blade

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Posted 25 September 2014 - 12:13 AM

Thank you for the very good communication with all the detail and many many answered questions!

I think the matrix you and Randal Bills created for LP could be used for faction based bonus for economy (bonus earning, discounts and faction based mechs).

A quick concept including dropship mode with repairs and faction based mech unlocks can be found here:
http://mwomercs.com/...and-cw-effects/

An example progression for such faction based mech variants could look like this:
Posted Image


Here are some parts of the post for easier access.
Basic idea:
Spoiler


Example with numbers:
Spoiler


Dropship idea with repair and rearm between each fight
Spoiler


#79 Nothing Whatsoever

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Posted 25 September 2014 - 12:24 AM

Sweet, sounds good so far.

#80 Shredhead

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Posted 25 September 2014 - 12:47 AM

This has brought up several questions for me:


Why are merc units forced into a house? Where's the problem making them a seventh "house" that is allowed to attack planets on behalf of whatever house they want (RP have a contract with at that moment)? You could even make them stick with the first contract's house they take for the whole 24 hour duration (restricting them to defend/attack planets only on behalf of that particular house).
I fight for my moneys, not some powdered whimps sitting their fat asses flat on a throne!


The other big problem I see is modules! We have to be able to swap ALL modules between ALL 4 mechs between the spawn periods, otherwise this will be a huge disincentive to all pilots, especially those who don't own that many! You don't want that greenhorn that just bought his first module to feel disadvantaged after he lost his first mech!

Edited by Shredhead, 25 September 2014 - 12:47 AM.






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