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I don't like this result. Having matches/planets determined by forfeitures is not productive... like in league play. Why not just increase the Assault window or reduce the token rate (as in it isn't a full token, maybe like a half token)?
Planet takeovers will not occur based solely on forfeitures. This situation should be a very rare occurrence and is part of the reason we have CW time windows. The number of planets up for attack/defend also help remedy this situation. We will be starting with a select few planets in each Faction space available for attack/defend. If we have an overwhelming number of players partaking in CW, we will both increase the time windows and the number of planets up for contest.
I would highly recommend that you add a new restriction preventing new players (those who have not finished their first 25 cadet matches) from participating. This will prevent much rage from competitive teams.
This is something we can discuss and has been mentioned. I'll fill everyone in if anything comes of this. We do think it would not be ideal for a brand new player to drop into CW.
These questions bring up a point I think others have also raised, but I think bears highlighting.
CW is -NOT- tourney play. It is -NOT- Competitive Play. It is -NOT- an E-sport.
CW is War.
Too many players see CW as an elaborate tournament system, where everything has to be set up for 'fairness' and 'competitiveness' and 'fun'. This is not what CW is supposed to be. CW is supposed to be the 'hardcore RP' mode, where you have to fight the war that is the actual game of Mechwarrior, not the ego-stroking, leaderboard-driven environment of Competitive play.
If a Faction decides not to defend a planet, or brings fewer forces to a battle, then that planet falls. End of story. That faction failed because they decided other targets needed more attention at that time, or they didn't have the numbers the other side did. That is the reality of war. A forfeiture is a de-facto decision not to contest an area on a planet, and the defender or attacker must suffer the consequences of allowing the other side greater control over that planet. There are already quite a few artificial gimmicks planned for CW that relieve the need to think for players (the ability to instantly travel to any contested planet without cause to be pre-positioned there, the Dropship mechanic to relieve players of the need to actually try and be a long-term combatant and survive, ect.), so if no one can even be bothered to oppose control of an area.....well, all I can say is if you think it is bad that planets will fall if not defended properly, you are thinking like an e-sports player and need to learn about war.
Competitive teams have no place in CW beyond that of any other military unit fighting for a Faction, and they are no more important than the new player who comes into MWO as a green recruit. All fight and struggle on the battlefield, and the results are what they are. There are plenty of cases of rookies being fostered onto veteran combat units because the situation demanded it, and that is also war. If the Competitive teams fail to field a full Combat Team (12 players), then they have to accept they may have to deal with clueless new fighters who don't know to get out of the rain. If not, they will get the results of refusing to adapt to a changed combat situation.
If you don't want hardcore RP combat, then simply don't enter CW. It isn't for sports players, and it isn't for those who can't deal with the reality of mech warfare outside the safe, controlled setups of a Solaris VII arena. Normal play is still there for you.
My two cents.
Edited by Jakob Knight, 25 October 2014 - 06:26 AM.