Community Warfare Update - Oct 22 - Feedback
#281
Posted 26 October 2014 - 01:32 PM
On seeing the examples listed as potential rewards for Loyalty Points, I get the feeling these are all cosmetic-class items with not much additional functionality and certain no additional "power", if you will. There are those of us who greatly enjoyed the role-playing of belonging to House, and miltary-themed rpg elements could greatly enhance this effect.
If I am not mistaken, all the actual "CW abilities" will be governed and controlled through the Unit Management interface and the internal privileges awarded within said unit and will have no relation to what has been earned through Loyalty Points.
When I originally heard about the LP concept, I assumed it was an amalgamation of what Multi-Player Battle Tech by Kesmai referred to as "Rank" and "House Standing". In MPBT, war related privileges were related to Rank. You accumulated rank-points by completing missions, and this process also earned House Standing with the particular House you were fighting for (while lowering standing against the Houses you were fighting against). For example: At rank Tai-i (Captain) you could pilot a Heavy mech and be placed in command of a Unit. At rank Chu-i (Lieutenant) you could be appointed Lance Leader. And so on.
In your reply to Kay Wolf you reject the idea of Faction Management, that is, players directing the Faction. And in that vein it would follow that by rejecting the idea behind players commanding Houses, you can't award privileges based on rank other than the cosmetics of titles and the like. However, have you considered the success of the original MPBT design and the concepts behind the MPBT:3025 that never saw the light of day? The link to my great wall of text on CW is in my signature and the link to the MPBT:3025 design doc is here: http://mwomercs.com/...1513#entry51513
In both my wall of text from 2012 and in the MPBT:3025 design doc there is a comprehensive plan for players running Houses based on the BattleTech canon. I would urge that something along these lines be considered for the future.
#282
Posted 26 October 2014 - 02:26 PM
#283
Posted 26 October 2014 - 02:40 PM
Prussian Havoc, on 26 October 2014 - 12:00 AM, said:
Obviously we are guessing about a lot of this still, since CW has not started "for reals" yet, but I do not think there will be this huge disparity like you are talking about. In the challenge this weekend, I was seeing vastly more IS mechs than Clan mechs the whole time I was dropping solo. In one match, I was seriously the ONLY Clan mech on my team. That is not normal, I admit, but it illustrates my point.
Prussian Havoc, on 26 October 2014 - 12:00 AM, said:
They are being balanced against other IS mechs, not Clan mechs. Clan mechs are not even in the equation yet. Tier 1 mechs were untouched, and all the rest of the Tiers were buffed to (hopefully) bring them in line with those Tier 1 mechs. Clans will be next, and be handled in the same way (balanced with each other, not with IS).
Prussian Havoc, on 26 October 2014 - 12:00 AM, said:
Totally agree on the first sentence, and I hope they do a good job with this. Tons of opportunities to make a very good system of dynamic risk/reward combat.
I am not quite sure what you mean by the rest of that paragraph, though - can you expand on that? Why would Clans need to hire mercenaries?
Prussian Havoc, on 26 October 2014 - 12:00 AM, said:
Does that not appear prudent?
No, not at all. I have no problem with PGI "resetting" if the initial few months get really out of whack, but that is only an emergency situation. As you said in your last quote, hopefully the dynamic nature of contracts will make the underdogs - whoever they may be at the time - lucrative enough that people switch to that faction to help push "the winners" back. A good push/pull between factions is the key to a long and exciting CW.
Logan Hawke, on 26 October 2014 - 08:32 AM, said:
And try thinking about them like D&D campaign modules instead of seasons, it's closer to what it would be and it might make you feel less like it's supposed to be 'sooper leet competitive', you know? The name 'season' really doesn't give the right message, just like the name 'player council' gave a different impression from what it was supposed to be
Have you even looked into the player-ran campaigns I have been talking about? MRBC, MCW, and similar campaigns are specifically designed to do EXACTLY what you are wanting to do: rehash the same conflicts over and over and over ad nauseam through "seasons". They have super competitive brackets, as well as "casual" brackets.
Seasons are not the way to do CW, and it does not matter if you call them seasons, campaigns, or whatever. CW is meant to be the roleplaying part of MWO, and that means a persistent universe with minimal (emergency only) resets.
#284
Posted 26 October 2014 - 07:43 PM
Kyrie, on 26 October 2014 - 01:32 PM, said:
the link to the MPBT:3025 design doc is here: http://mwomercs.com/...1513#entry51513
In both my wall of text from 2012 and in the MPBT:3025 design doc there is a comprehensive plan for players running Houses based on the BattleTech canon. I would urge that something along these lines be considered for the future.
I copy and pasted that whole page , and send it to them awhile ago. it didn't help.cw will not be as good as mpbt 3025 was.or ever will be I guess.
#285
Posted 27 October 2014 - 03:16 AM
Moridan, on 24 October 2014 - 03:48 AM, said:
You must be doing something wrong. I have slugged it out with Difewolfs in my Atlas and won. I have slugged it out with Timberwolfs in my Jaeger and won. I have also slugged it out with a stormcrowe in my shadow hawk and won. I wont even bring up how many adders and kitfox I have killed in my Firestarter.
Clan mechs are easy to kill once you know their weaknesses.
#286
Posted 27 October 2014 - 03:20 AM
Moridan, on 24 October 2014 - 08:38 AM, said:
Funny because my team ran some IS vs Clan just yesterday and the IS won every time. I was in a firestarter and a Centurion. Did pretty damn good.
#287
Posted 27 October 2014 - 03:22 AM
a) it was damaged or ammo-starved from previous engagements
ii) the pilot is an incompetent spray-happy tardlet who can't focus fire
3) you managed to sneak up to it from behind and opened up on the RT
?
#288
Posted 27 October 2014 - 04:59 AM
#289
Posted 27 October 2014 - 05:27 AM
The Boz, on 27 October 2014 - 03:22 AM, said:
a) it was damaged or ammo-starved from previous engagements
ii) the pilot is an incompetent spray-happy tardlet who can't focus fire
3) you managed to sneak up to it from behind and opened up on the RT
?
4) Dakka Direwolf needs to stare down a target in order to deal damage. Atlas can instantly unload Ac/20 & 18SRM at the Direwolf CT then quickly twist, spreading all that dakka around.
Atlas ends up with 1 destroyed side torso and red armor everywhere. DWolf dies with cored CT and yellow armor everywhere else.
Edited by Dracol, 27 October 2014 - 05:29 AM.
#290
Posted 27 October 2014 - 10:19 AM
#291
Posted 27 October 2014 - 01:07 PM
Dracol, on 27 October 2014 - 05:27 AM, said:
Atlas ends up with 1 destroyed side torso and red armor everywhere. DWolf dies with cored CT and yellow armor everywhere else.
Bingo! I would shoot and twist will moving close and lateral. He could not turn as fast and when he did get centered he ate ans AC20 and 3 SRM4s in his CT. I lost my left arm and he died. I have done this to several direwolfs to the point I seek them out and not run from them. Once I close the gap and get him turning he is a deadmech.
#292
Posted 27 October 2014 - 02:11 PM
Jakob Knight, on 25 October 2014 - 08:54 AM, said:
Dracol, on 25 October 2014 - 08:47 AM, said:
My group has over 80 members with many of us playing together for well over a year, some over 2 years. Our forums have been active with discussion about who wants to go clan vs. IS. Some of the guys have invested in Clan Mechs and want to use them, while others have only a few, if any, Clan Mechs. We also expect our returning players to be forced to go IS, because they don't have the 'Mechs or cash to get into Clan Mechs right away. The last thing they want to do is grind weeks on end when CW hits.
We also discussed making a secondary team for the alternate faction, but are concerned about creating a divide anyway, where the merc corp just gets split into 2 teams operating independently from each other.
I have invested a LOT of time in running and building QQ Mercs into what it is today and I will be damned to see any of my gaming friends go because PGI decided that it wouldn't give merc corps the option to take contracts from both sides simultaneously. Let the merc corps decide which contracts they want to take and suffer the LP losses as they see fit. That is the true nature of a mercenary, anyway. They go for the contracts that best suit their needs for that given day. To be locked into a month with a particular faction or house seems counter-intuitive to the definition of a merc corp. Mercs should at least be able to break contract and switch their affiliation, should the faction not be the right fit for the merc corp or a better contract presents itself. That would actually be fitting for lore.
#293
Posted 27 October 2014 - 02:45 PM
#294
Posted 27 October 2014 - 04:20 PM
I also think that mercs using Clan tech is horrible. I understand the reason for it, I do, but it should be worked some other way that is at least a little lore-friendly. Call them Dagger Stars like we already have. No need to make a distinction between Clan Lone Wolves and Clan Mercs, as they are the same thing.
#295
Posted 27 October 2014 - 04:56 PM
If a top tier unit initiates an assault, will anyone answer the call?
One possible option would be that the rewards for a defense could be related to the average Elo of the group that is conducting the assault ... the higher the risk, the more the reward.
#296
Posted 27 October 2014 - 05:07 PM
Kageru Ikazuchi, on 27 October 2014 - 04:56 PM, said:
If a top tier unit initiates an assault, will anyone answer the call?
Would they answer if there was match making?
Seriously I don't see how they could have matchmaking in CW.
#297
Posted 27 October 2014 - 07:19 PM
Karpundir, on 27 October 2014 - 02:11 PM, said:
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My group has over 80 members with many of us playing together for well over a year, some over 2 years. Our forums have been active with discussion about who wants to go clan vs. IS. Some of the guys have invested in Clan Mechs and want to use them, while others have only a few, if any, Clan Mechs. We also expect our returning players to be forced to go IS, because they don't have the 'Mechs or cash to get into Clan Mechs right away. The last thing they want to do is grind weeks on end when CW hits.
We also discussed making a secondary team for the alternate faction, but are concerned about creating a divide anyway, where the merc corp just gets split into 2 teams operating independently from each other.
I have invested a LOT of time in running and building QQ Mercs into what it is today and I will be damned to see any of my gaming friends go because PGI decided that it wouldn't give merc corps the option to take contracts from both sides simultaneously. Let the merc corps decide which contracts they want to take and suffer the LP losses as they see fit. That is the true nature of a mercenary, anyway. They go for the contracts that best suit their needs for that given day. To be locked into a month with a particular faction or house seems counter-intuitive to the definition of a merc corp. Mercs should at least be able to break contract and switch their affiliation, should the faction not be the right fit for the merc corp or a better contract presents itself. That would actually be fitting for lore.
1. Don't appeal to the lore when you are demanding that mercs be able to take clan contracts. The lore is already left almost entirely for dead to give players as much freedom as possible without making the matches in CW seem exactly the same as any other match.
2. Until we know what it means to switch units after CW has launched there is no reason to say that making a QQ Mercs Clan Division doesn't solve your problems. You have enough players that a split won't create two units too small to function. All you guys can still meet up in TS or whatever and hang and talk and group queue drop together.
You know why your complaint is ridiculous? Because there is no way that guys using clan mechs and guys using IS mechs get to be on the same team. So one unit doesn't get to use both types. Ever. Period. Even if you were "allowed" to take multiple contracts or 1-hour contracts or whatever.
So your guys won't all get to use their clan mechs and IS mechs AND play all together. Its not happening and nobody should have ever had the impression it would work that way without just blindly believing what they wanted to believe.
Edited by Hoax415, 27 October 2014 - 07:19 PM.
#298
Posted 28 October 2014 - 05:32 AM
Hoax415, on 27 October 2014 - 07:19 PM, said:
1. Don't appeal to the lore when you are demanding that mercs be able to take clan contracts. The lore is already left almost entirely for dead to give players as much freedom as possible without making the matches in CW seem exactly the same as any other match.
Just because lore has been left too much out of the game, should we not fight to have more of the awesome background in MWO?
#299
Posted 28 October 2014 - 07:37 AM
Prussian Havoc, on 25 October 2014 - 05:59 PM, said:
This!
My small unit of just pals stand no chance of every getting a planet tag - it would be ridiculous to even think that the six of us could win enough tokens to do that.
BUT! I want my medals and ribbons - for "Service to House Steiner in the Defence of Planet Booger", "For Heroic Actions [>10 kills] in the Assault of X." That's the kind of stuff that is so easy to program but so rewarding to the players - and you can hinge unit management off it.
Link it to Loyalty Points - every LP is earned for something - ribbons and medals just gives those "Somethings" a name.
#300
Posted 28 October 2014 - 02:39 PM
1. Should switching loyalty to another House automatically mean losing loyalty point with the previous House? Wolf's Dragoons did exactly that switching and kept loyalties. May that be that switching loyalty and NOT participationg in hostile actions towards previous House NOT lead to loosing respective LPs?
2. Will the fight in CW go for the planet of for some objects in the system few 'tokens' each step by step (which will mean prolonged fight for few weekends)?
3. Wouldn't winning a system mean that for some time that system will remain untouched? Say the time for virtual shuttles to retreat, jumpships to jump from the system, get reinfocments and so on, so on, so on along the lines of this Universe?
4. Shouldn't the commanders or individuals with highest LPs for the Faction have an opinion on what to attack next (even via simple mail query to select from list)? Some personal reward and goal afterall.
5. Will there be tags/tabs/banners/ComStar records/honorifix/what-ever-memento-to-brag-about-over-forum/etc for all actively participated (mot a single drop, some variable threshold) units or individuals?
6. Will there be assaults/defendings against raiders (I think there is no 'Pirates' faction) on random occasions?
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