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About That Dropship Mode We All Been Waiting For


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#181 Kushko

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Posted 27 September 2014 - 06:45 AM

-200-260t limit (200 on agricultural planets and 260 on important industrial planets and a few planets in between) with maybe a 10-15ton lower tonnage on clan side so 190-250t for them.

-4 mechs max, no lower limit (maybe a small reward for unused tonnage like mechcommander has-lets say 500C-bills per 5 tons?)

-2 max of any weight class.

People who enjoy speed can take 2 fast lights and 2 fast mediums, people who enjoy slow mechs with lots of firepower can mix and match with upper limit heavys and assaults, and people who like everything can just do whatever they feel like. No 3 timberwolf dropships, no 4 ECM spider trollships. And with difference in tonnage allowance between Clan and IS you can easily balance on the go as well as make planets interesting and loads of fun with different tonnage limits on different planets.

People who enjoy brawling with heavy mechs can look for fights on the industrial planets and people who enjoy lighter skirmishes can look for agricultural planets (although both should not always be available so people can go just a little bit out of the comfort zone and hopefully have some fun with both).

Everyone wins, everyone is happy. :)

Posted Image

Edited by Kushko, 27 September 2014 - 06:57 AM.


#182 TLBFestus

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Posted 27 September 2014 - 07:54 AM

View PostRuss Bullock, on 26 September 2014 - 01:17 PM, said:


This is correct you will be limited to 4 and you will have to take 4 as well. You can't give your excess tonnage to a team mate so he can take 4 DW mechs.

Everyone takes 4 - so the Timberwolf pilot will have a tough time even taking two unless since he has 70 tons left for the final 2 mechs.

Yes I guess it is possible that someone takes out 4 commando's and taking only 100 tons into battle is going to be tough on your team but this is really no worse of a problem than using 1/1/1/1 since people will still tend to Min/Max and make sure they are taking 35 ton lights, 55 ton mediums etc.

We just can't feasibly share tonnage, 1) there is a limitation to 4 mech's each technically 2) if CW was a mode for just 12 mans or even only preset groups but it is available to solo players as well.

We need a system that works for anything from Solo players, groups of 2-12 all getting formed into a 12 man unit within a couple of minutes of launching into an attack or defense, they will not be able to coordinate drop tonnage together and if you do not allow them to when full 12 mans have? the 12 man will absolutely demolish them.



Yes this is where I am at.



Not technically feasible - getting everyone a 4 mech Dropship is pushing the limits to the very edge. Everyone will need to take 4, no more or no less.



Goal is to let players decide the order on the fly as they are about to drop back in. So based on how the battle seems to be going you can choose what to take out next.



Yes maybe. We will see, but at least we have this to play.



Have you considered dropping it to 3 mechs instead of 4? Just asking.

#183 BlakeAteIt

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Posted 27 September 2014 - 08:29 AM

With 1/1/1/1, you CAN guarantee every player has a valid drop deck via trial 'mechs.

With a tonnage limit AND slots, you can easily get into a situation where a newer player can't bring the one or two 'mechs they own, because the tonnage doesn't add up right with the trials. This would be "not fun", and pilots who depend on trial 'mechs would be at the mercy of the month's trial 'mech selection.

Edited by BlakeAteIt, 27 September 2014 - 09:14 AM.


#184 EvilCow

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Posted 27 September 2014 - 08:36 AM

In my opinion trial mechs should not be allowed at all, consider the CW like a "level 2" and only allow players owning enough mechs.

#185 Wintersdark

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Posted 27 September 2014 - 08:42 AM

View PostBlakeAteIt, on 27 September 2014 - 08:29 AM, said:

With 1/1/1/1, you CAN guarantee every player has a valid drop deck via trial 'mechs.

With a tonnage limit, you can easily get into a situation where a newer player can't bring the one or two 'mechs they own, because the tonnage doesn't add up right with the trials.

You can have less than 240t (or whatever the limit is), just not more. So, there can always be valid totals with trials. A trial Mist Lynx ensures it's trivial to do this fairly.

View PostEvilCow, on 27 September 2014 - 08:36 AM, said:

In my opinion trial mechs should not be allowed at all, consider the CW like a "level 2" and only allow players owning enough mechs.

No need to be exclusionary. Trial mechs are fine, and won't hurt anything. You'd consider them faction provided mechs.

#186 Threat Doc

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Posted 27 September 2014 - 08:44 AM

View PostRuss Bullock, on 26 September 2014 - 08:33 AM, said:

However internally we are now discussing tonnage limits for CW and I am pushing this notion pretty strongly. It will end up providing more flexibility to players who want to perhaps take nothing but their Jenner's out for instance. But will become more restricting as you go higher, for instance nobody is going to take 4 Direwolf's - in fact if they take 2 their last two mechs are going to be pretty dang light.

But Tonnage restrictions does allow us to change it per planet if we desire.

I know players would like to push the tonnage limit up as high as possible so they can take as many of their favorite heavy mech as possible but I currently like the number of 240 tons.
I couldn't stand to read this entire thing, so I didn't... I may be back later, but that's doubtful.

Here's my take, actually two of them...

1) Tonnage and number restrictions, but not like you think. Instead of granting each pilot between 200 and 240 tons, you FIRST make it a hard limit of 2,500 tons for the entire drop; this will give each pilot, roughly, 208 tons to mess with. SECOND, you put in the hard rule that ONE pilot can only run THREE of any one Chassis -three Atlas's, three Hunchback's, three Raven's. THIRD, each pilot is limited to FOUR 'Mechs in their bays, period, though they may decide to take less. FOURTH, if one pilot does not use their average amount of tonnage, that tonnage remains in the pot for others in the Company to use.

I've just read the post in which Russ says it's a hard-limit, four, no more no less. It's numbers, it's programming, you can do ANYTHING you want with those numbers, that programming. A hard-limit is... weak.

2) Switch everything over to Battle Value, where PGI determines a BV for MWO for EVERY component out there, using BV2 and, possibly, BV3 as a groundwork for their version of BV. Battle Value is determined in the MechLab, not in the Match Maker. A pilot's Piloting and Gunnery Skills, determined by already extant metrics that all of us are capable of seeing, and some that PGI have admitted to holding back, is used to modify, by a manner of multiplier also determined by PGI, the Battle Value of the 'Mech built in the MechLab upon saving the 'Mech after editing something. When each pilot joins a team, and they select a 'Mech to use, that 'Mechs game-determined pilot-modified BV is placed in their team's bucket. Now, instead of the Match Maker looking at 3/3/3/3, specific weight restrictions, Elo values, and the age of the searching group, it is instead looking for another team in the Match Maker starting at within 5% of the bucket-total Battle Value, whether high or low, and the age of the searching group. That 5% limit begins to be loosened at fifteen seconds by 1% every five seconds from that point outward, to a maximum of 34% difference between teams, and then it quits at 35%. At 2.5 minutes searching, the Match Maker kicks everyone back to the Launch Screen, and they can launch again. However, I don't think you would see more than fifteen seconds worth of searching before suitable matches were made.

This also has another effect on Private Matches and on Community Warfare. Player-Commander's would be in charge of determining the Battle Value size they could take, much as the Private Match allows with setting tonnage, now. PLAYERS, not the game, would be in charge of determining what size fights they wanted to have. As well, once objective warfare is introduced, and you have phases to a campaign rather than just kill each other all the time, such as Recon/intel gathering, objective raids, minor skirmishes, major skirmishes, and the final battle of the campaign, battle value ranges could be set, which the Unit Commander's would be required to make agreements to their own totals within, and you can have some real warfare.

Tonnage by itself is not the answer. Number limitations, by themselves, are not the answer, unless you're using Battle Value. 3/3/3/3 is bollocks, as we're still getting rolled or rolling someone else nine times out of ten, and our wait times in the queue are as large as they ever were. Battle Value allows players to be in charge of the game, with whatever limitations they wish to set for themselves, if any, and also takes into account the machines being used, as opposed to the hard limitations of 2300 for Elo, for a scoring system that was never designed for match making in the first place, and is for one-on-one players of Chess, not multiple players with unlimited combinations of machines on unlimited types of maps, etc. The ONLY thing that's not unlimited in this game, in fact, is Elo, which should be.

Also, Battle Value is of enormous importance, especially when modified by a MechWarrior's Piloting and Gunnery Skills, because the machine is also taken into account, not just it's tonnage or weight class. There are 'Mechs extant in the game, NOW, that have Battle Values that would place them WAY outside the average for the weight class and tonnage; as long as that is NOT taken into account, you will continue to have rolls on one side or the other.

That's my story, and I'm stickin' to it.

Edited by Kay Wolf, 27 September 2014 - 08:52 AM.


#187 Eddrick

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Posted 27 September 2014 - 08:47 AM

View PostWintersdark, on 27 September 2014 - 08:42 AM, said:

No need to be exclusionary. Trial mechs are fine, and won't hurt anything. You'd consider them faction provided mechs.


You do have a point. Not everyone in canon or lore owned the Mech they used. Some Mechwarriors didn't even own a single Mech. They had to barrow.

Edited by Eddrick, 27 September 2014 - 08:51 AM.


#188 BlakeAteIt

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Posted 27 September 2014 - 09:00 AM

View PostEvilCow, on 27 September 2014 - 08:36 AM, said:

In my opinion trial mechs should not be allowed at all, consider the CW like a "level 2" and only allow players owning enough mechs.

If the game had a big enough playerbase, maaaaaaaybe. But remember, you're talking about not-requiring-but-requiring people to buy 12 'mechs to play what is generally considered to be the "the game".

View PostEddrick, on 27 September 2014 - 08:47 AM, said:

You do have a point. Not everyone in canon or lore owned the Mech they used. Some Mechwarriors didn't even own a single Mech. They had to barrow.

If you need a "lore" reason to allow people to play the game, this is it.

#189 Wintersdark

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Posted 27 September 2014 - 09:02 AM

Actually, it'd be pretty freaking awesome if players using Trial mechs in CW had them automatically painted in Faction colors. Default scheme, of course, and their faction colors.

Hell, do that in PUG matches too. Imma go suggest this elsewhere now that I'm thinking about.

#190 BlakeAteIt

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Posted 27 September 2014 - 09:16 AM

View PostWintersdark, on 27 September 2014 - 09:02 AM, said:

Actually, it'd be pretty freaking awesome if players using Trial mechs in CW had them automatically painted in Faction colors. Default scheme, of course, and their faction colors.

Hell, do that in PUG matches too. Imma go suggest this elsewhere now that I'm thinking about.

Yeah, this would be cool, and make it easier to tell what faction a trial 'mech belongs to, without UI help.

View PostRuss Bullock, on 26 September 2014 - 08:33 AM, said:

1 of each weight class gets past this and ensures variety.

But Tonnage restrictions does allow us to change it per planet if we desire.

I know players would like to push the tonnage limit up as high as possible so they can take as many of their favorite heavy mech as possible but I currently like the number of 240 tons.


Ugh, gonna have to find a new set of 'mechs to play. Current set adds up to 250t (Jenner, Hunchback, Catapult, Atlas) :P

To make planets different, but keep the slot thing, could you change the types of slots each planet lets you drop with? Like say Buenos Aries, a out-of-the-way planet might have 1/2/1/0, where as St. Ives, a more strategically important world might have 1/0/2/1 or something.

Another idea would be each slot being "(class) or less". So only lights go in the light slot, but a heavy slot could fit a heavy, medium, or a light.

#191 JohnyBlack

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Posted 27 September 2014 - 09:26 AM

@Wintersdark (Quote doesn't work for me on IE for whatever reson...):
I'm personally for just the tonnage limit.
What I meant with unpredictability is that with 1/1/1/1 they know exactly for every match how many mechs are going to participate and how many of each weight class.
With tonnage limit only it would create many more diverse drop decks.

In regards to balancing, predicted play time, respawn mechanic etc. I think they want to play it safe for the first CW season.

#192 Eddrick

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Posted 27 September 2014 - 09:28 AM

If people really need a mode with a barrier of entry. Where only skilled players can partisipate. Tournaments/Ladders are best for that. They can have their wang measuring contest, there.

#193 Geck0

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Posted 27 September 2014 - 09:31 AM

View PostWintersdark, on 27 September 2014 - 06:36 AM, said:

If there's a 200t tonnage cap per player but no minimum mech count _and the tonnage cannot be shared_, a team taking all assaults could take 24 Atlases in total: each player has one respawn in his Atlas.

A team with all heavies and mediums could have 48 mechs. I'd bet on the heavies and mediums, and this is a built in level of balancing.

Tonnage sharing is off the table for technical reasons, as Russ already said. No point in discussing it.


This doesn't mean we can't make our desire for it known.

I see a lot of talk about limiting "good mechs" while ignoring the fact that many chassis that are good occupy the medium weight class. I also see including a minimum weight being argued against because it forces light pilots to play mechs they don't want even though this is the very thing we are forcing on heavy/assaults. DWF's and Atlases half the time can be Liabilities due to their ability to get caught out.

But still considering this PGI failed to balance the weight classes. If they hadn't then we wouldn't need any restrictions. That being said it is what it is.

I think PGI ought to consider battle value. Some mechs are way to good to be considered even to their other counterparts. Like wise on mechs that are worth too much and will never be seen. We currently see a propensity to pick the mechs that occupy the top of their weight class. We think tonnage restrictions will change that and it will. But what will eventually happen is that we will meta that too and soon you will stop seeing a different set of mechs and it repeats itself.

I would also suggest another possibility. Variable tonnage limits and/or variable spawn limits. Either by planet, mission, day, w/e. If the restrictions flex a little it makes it harder to stream line what drop decks are best and you'll start to get a lot of variety.

Just my two c-bills

#194 BlakeAteIt

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Posted 27 September 2014 - 09:36 AM

I like the idea of a tonnage limit in a world where 'mechs grow on trees. It's kind of a pain to buy, refit, and master three variants of a 'mech just because it's that five tons lighter you need to finally be able to break free of trials. Then again, if CW comes with increased rewards, then I guess it wouldn't matter that much.

Just for the sake of personal interest:
Founder (requires buying extra variants, only comes with one of each)
35 - Jenner
50 - Hunchback
65 - Catapult
100 - Atlas

250 - Total

Pheonix
20 - Locust
55 - Shadow Hawk
65 - Thunderbolt
85 - Battlemaster

225 - Total (not including "reinforcements")

Clan Wave 1

Daishi Collection
30 - Kit Fox
50 - Nova
70 - Summoner
100 - Dire Wolf

250 - Total

Masakari Collection
35 - Adder
55 - Stormcrow
75 - Timberwolf
85 - Warhawk

250 - Total (Whie this also includes the Diashi collection, this list is limited to only the 'mechs that ONLY came in this collection)

Clan Wave 2
20 - Koshi
45 - Fenris
65 - Loki
80 - Man-O-War

210 - Total

#195 KraftySOT

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Posted 27 September 2014 - 09:54 AM

Personally I think the 12 spider thing will be rare. Thats probably going to be a group of 12 players or at least a large group doing that purposefully, which is of course rarer than the total number of large groups. Solo players coordinating that? Unlikely.

Its also not a bad thing really. Id love to see that in a MW game to be quite frank.

#196 DoctorDetroit

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Posted 27 September 2014 - 09:56 AM

Without 1/1/1/1 and the 240 ton drops could make clan meta be 48 mad dogs!
That would be (48mechs*hardpoint6*srm6) potentially 1728 SRM launchers or a (48*lrm60) LRM-2880 team.

#197 Hoax415

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Posted 27 September 2014 - 10:03 AM

I couldn't be more thrilled that we're talking about a 240-ton, 4 mech system instead of 1/1/1/1. I haven't seen a single valid argument for why 1/1/1/1 is better in this thread.

View Postshad0w4life, on 26 September 2014 - 08:47 AM, said:

I'd really like to see this ALSO include a limitation of only ONE Chasis per mech,


No this is stupid and bad. One of the major benefits of this system is letting players with fewer mechbays, less time spent playing, less mech variety participate. Its also a nonsensical arbitrary limit because of reasons. Restrictions for the sake of restrictions are bad.

View PostBrody319, on 26 September 2014 - 01:54 PM, said:

So I can't train my favorite weight class as well as you can train your favorite weight class?


You know, I thought after 20 years on the internet I couldn't be shocked anymore by how petty and selfish players can be when advocating for what they want and screw anyone else. But you sir have hit a new low. You are mad because someone who wants to pilot mechs of 60 or less tons can bring 4 of them? Is this real life?

View PostSirLANsalot, on 26 September 2014 - 02:58 PM, said:

If i read you right Russ, your saying everyone will be forced to take 4 mechs, and cannot take fewer? Might need to rework that, because that's just plain CRAP! If a player chooses to take fewer then 4 mechs, ITS HIS CHOICE!


Really? Its crap? Its not his choice. Its the choice of game designers to create a ruleset that maximizes the fun and competitive spirit of the game. You aren't entitled to bringing 3 mad cats. YOU WERENT ALLOWED TO BRING TWO UNTIL A SECOND AGO. That's what is completely astounding about crybabies like this guy. The 1/1/1/1 system was much more restrictive but you give this guy an inch and suddenly any rule of any kind IS CRAP RUSS I HATE YOU AND PLAYERS WILL SUE.

Get your head checked.

What he said:

View PostMawai, on 26 September 2014 - 07:55 PM, said:

My suggestion might be to have 1/1/1/1 AND a 240 ton total limit for the 4 mechs.

This means that you can have at most 2 mechs that are the maximum tonnage for their weight class. I think this might lead to some interesting 4 mech optimizations depending on what mechs an individual prefers to drive. We might also see a few more of the lighter weight mechs in a class as folks try to conserve weight in some classes to spend in others.


What I heard: My suggestion is to put a limitation into your limitation with an extra side of special rules and limitations. You must use 4 different chassis and they all must have names that start with different letters.

Its also educational to notice suggestions like this that make no effort to explain why the proposal would make the game more fair, more fun, more better?

I challenge you to explain how 1/1/1/1 + 240 tons is better. Its certainly not better for the variety of potential dropship decks. Its not better for newer players or players who prefer to specialize in lots of variants of a few chassis.

Edited by Hoax415, 27 September 2014 - 10:05 AM.


#198 Vassago Rain

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Posted 27 September 2014 - 10:10 AM

View PostEddrick, on 27 September 2014 - 08:47 AM, said:

You do have a point. Not everyone in canon or lore owned the Mech they used. Some Mechwarriors didn't even own a single Mech. They had to barrow.


Trials already ruin many of my ordinary drops. I'd rather not see them in dropship community warfare. Bring your own toys, or don't bother.

Sorry, that's how it is.

#199 Eddrick

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Posted 27 September 2014 - 10:20 AM

Lets get rid of these restrictions and implemant REAL Role Warfare. If the Weight Classes were balanced. Restrictions wouldn't be needed.

View PostVassago Rain, on 27 September 2014 - 10:10 AM, said:


Trials already ruin many of my ordinary drops. I'd rather not see them in dropship community warfare. Bring your own toys, or don't bother.

Sorry, that's how it is.


I would be okay with having to bring only what I own. But, barriers of entry can belong in Ladders/Tournaments. They don't have much place in a Public Que.

#200 Vassago Rain

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Posted 27 September 2014 - 10:21 AM

View PostEddrick, on 27 September 2014 - 10:20 AM, said:

Lets get rid of these restrictions and implemant REAL Role Warfare. If the Weight Classes were balanced. Restrictions wouldn't be needed.



I would be okay with having to bring only what I own. But, barriers of entry can belong in Ladders/Tournaments. They don't have much place in a Public Que.


This isn't the public ghetto, but the actual ladder equivalent.





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