I was honored this past week with Paul Inouye taking time to answer some of my questions concerning Community Warfare, for which I am grateful, even though I am only now coming to the point where I will be able to read the answers, and make return answers of my own.
Let me start off, however, first by apologizing to Paul Inouye for only now being able to get to these; the work week, now that I've been able to return to work after such a long hiatus, was utterly grueling for me, and I literally had zero time to even acknowledge the answers give in the thread for Community Warfare - Phase 2 - Update, at
http://mwomercs.com/...ost__p__3844331 . Answers to my questions are three posts down, but it best to start at the beginning, with this thread, as there is some fantastic information to be had. I'm still uncertain about how Factions and Loyalty Points are going to work, so I'll wait to find out; PGI has put some bone-headed things up in text that, later, turned out to be pretty cool in the game, so I'll hold judgment until I can actually play with these. Programmers are, typically, English-challenged and expression-challenged, and that's a natural trait of those capable of doing what I am incapable of, so we all should set back judgment until we get to play with the new mods in-game. I, on the other hand, have been patience-challenged and I tend to say stupid things before I understand the whole truth; that may not change, here, depending on the answers I have received, but I will try to refrain from my normal course.
I am also uncertain I like the idea of taking out a 1, 2, or 4 month, or permanent contract with any one particular faction, and then fighting their battles for them. I'm hoping this is just a prelude to an actual, robust contracting system similar to those written into the Merc's Handbooks, or at least a prelude to getting some individualized contracts, where we're not tied to a faction at all?
Paul Inouye, on 22 October 2014 - 07:25 PM, said:
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Will there be a drop statistic recorded for these things, when a ‘Mech is dropped off. I ask because I have a HALO Achievement for each of the weight classes, but each requires a certain number of HALO drops to earn the Achievement.
Will will be tracking drops just like any other action in the game. As for separate low altitude drops vs high altitude drops, that will probably fall under one stat if we do implement both types of drops. We have to be very careful if we plan on doing high altitude drops because depending on the height of the Drop Ship, players may see beyond the modeled world space of the level. The latest I've heard from rendering and art teams is that they're leaning toward the low altitude insertions. No concrete confirmation on which direction has been made quite yet.
This would be pretty cool; I don't need the tracking between high and low altitude, but I'll have to be able to track between weight classes, somehow. I can't show you how I have my MechWarrior's post screenies of their stats so I can get some of the rewards to them; so, if we can track those somehow, that would be pretty nice. If not, I'll do things the old-fashioned way; perhaps having my MechWarrior's express which Drop Decks they're running with, and then calculating iterations by weight class would be alright... okay, I'm just really excited we're getting a DropShip mode.
Thank you.
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I don’t know how a defense will be mounted against aggressors on worlds where my players are not able to be present?
I'm not sure if you're assuming that only 1 unit can attack a planet or not. There will be plenty of units attacking/defending planets and not every single border planet will be up for conflict at all times. For day 1 of CW we're planning on putting 2 planets on each side of a Faction border up for conflict. (2 inside Davion space and 2 inside Kurita space for example and for every border between the other Houses) Any number of units can attack and any number of units can defend as long as they're aligned with either of the two Houses involved in the conflict. As mentioned in other answers above, the time windows we're working with (prime times with highest player counts) should ensure that there are always plenty of attackers and defenders available. If these time windows are opened too wide or the number of planets in conflict is too high, then and only then would stalls start to happen and that's when we would adjust as needed.
I understand about multiple units being able to attack or defend a world at the same time, but where does that lend to individual accomplishment for Armageddon Unlimited, once we're actually on our feet, again? Okay, great, so we're working for House Davion for a one-month contract and we're assigned take Proserpina from Kurita, but we can't do it because House Davion has to pick up seventy-five percent of the fights because I don't have enough guys on to handle it -in our present state we would not be able to, either- over a twenty-four hour period. So, where we should be taking the flag for that world away from Kurita forces, we can't get that flag because all of the tokens have been taken by our Davion counterparts.
We, as Commander's, need to have the opportunity to develop drop dates and times for battle's royale so we can have the opportunity for the accomplishment without having to rely on outside interference so much.
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I would request that the maximum of 4 ’Mechs remain, while the minimum number is removed. My reasoning is this... a player bringing too many ’Mechs can really upheave a match, because they can come from multiple directions, at great speeds, and build extraordinary disruptions over the course of a drop period. However, someone bringing fewer than four is simply putting themselves at a disadvantage, as higher numbers on the other side could be used to still overwhelm the fewer numbers of available ’Mechs for the field, but not to such a great degree that better pilots will discontinue being able to drop more ’Mechs with their fewer. As well, if both sides took fewer ’Mechs to the field, the battle will be completed more rapidly, anyway.
You kinda talked yourself through the process of why we are requiring 4 'Mechs in your Drop Ship. Everyone should be bringing as many 'Mechs as they can or you'd be doing your team a disservice by not bringing the additional firepower to the battle. Keep in mind, not all teams going into a conflict consisting of 12 players in a single group. Smaller groups and solo players will also be dropping. Players bringing less than 4 'Mechs, again, are doing nothing but denying their team additional support even if their skill isn't as high in other weight classes. In a mode that will be as long in terms of playtime like Invasion will be, every single point of damage on target is going to help a team achieve victory.
The point was that it should be OUR
CHOICE. I, myself, am developing my Drop Decks with four 'Mechs, falling within the rules. With the 'Mechs I have, I can build four Decks with utilizing only one 'Mech twice, and NOT using two of my BattleMaster's. I WANT the Hellslinger, and I'll be purchasing an Oxide, to help fill out two of those four Decks, but I know I could develop a fifth Deck if I could take only three 'Mechs, instead of the required four. I can't speak to others, but it would be invaluable to allow the choice, if possible, rather than hard numbers.
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Is EVERY MechWarrior presently engaged in a single mercenary unit required to join the SAME House? If I have fifteen active people in Armageddon Unlimited, would ALL of us have to be registered with House Davion, or would EACH MechWarrior be allowed to select their own alignment, and then the compiled Loyalty Points be the overall calculation for the mercenary unit, as was discussed in the first posting concerning Loyalty Points?
When a UNIT decides to align themselves with a particular Faction, everyone in that UNIT will be automatically aligned to that Faction. If a player leaves a Unit, and joins another Unit, that player will be automatically aligned to the Faction that the new Unit is already aligned to. There will not be a mix of alignments within a Unit. If you are a part of a Unit, you fight for that Unit and its cause/contract alignment.
If at the end of a contract, a Unit switches Factions, everyone who is still inside that Unit will be automatically aligned to the new Faction.
Okay, my understanding, and this is borne out from some of the original Blogs you guys had about Loyalty Points and Factions, was that EVERYONE would begin as aligned to a House. Later, when Mercenary Units began to propagate, people would be able to change to the Mercenary Unit, but would maintain, as a background element, perhaps, their original House. That's been a topic of conversation off and on since 2012. However, if I understand you right, now, everyone WILL align themselves to a House, but then it sounds as though you're making the Mercenary Unit's Factions in and of themselves.
So, a couple of clarifying questions: 1) I will, invariably, choose House Davion as my faction, period. From what you've said, if I'm understanding it correctly, ALL of the MechWarrior's in Armageddon Unlimited, would then become aligned with House Davion, correct? In essence, AU will cease to exist, in this scenario, and my people will be pissed off, because there are bloody few of us who like House Davion; in fact, I think I stand alone.
2) If Mercenary Unit's are their own Factions, now, if my people are aligned as a Mercenary Unit under the Armageddon Unlimited standard, nothing will change, correct?
I know it might seem like clock work to you guys at PGI, but a lot of my people and, I would presume, a lot of other folks, are confused, or under-informed about exactly what Faction changes proposed by PGI will mean for them? Finally, I'm not certain you guys understand precisely how important Faction's in this game are. For a real-world example, pay a visit to Seattle on Blue Friday -any Friday-, because these people are nuckin' futs about their Seahawks... they're absolutely crazy for their football team, and it's not an organization ANY of them belong directly to, like a Mercenary Unit in this game.
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Please consider allowing unit commander’s to set up times and days for this? Three separate times/dates, three for each Commander, as proposals for the other Commander, should work. If the two commanders are incapable of getting people to any of the proposed times, there should be proxy units proposed by each Commander, and then each Commander can try getting a game together, the first to reach that goal being the winner, by each negotiating with the proxy unit proposed by the opposing Commander. It’s simply extremely UNFAIR and wrong for a group to work hard to gain control of a world, only to have it taken from them, without a fight, because they can’t get anyone there.
I think we have some crossed wires here. First and foremost is that what can be considered 'fair' for your Unit can be considered 'unfair' to another unit. Remember, as mentioned before, your Unit is not the only Unit that will be attacking/defending any given planet. If you work hard gaining a lead on the planet zones, and your Unit logs off because they're going to a party or something, there are still other Units from your Faction attacking/defending that exact same planet. It later time zones when your Unit is asleep, there are other Units from the other peak time zones also helping capture/defend the same planet. The bigger lead you provide, the easier it is for other Units in your Faction to keep that lead.
Do you understand what you've just said, here? If my unit works hard to take a planet, and has to log off for a
party... Paul, please put down the Ganja-mon. Party... sleep... work... family... real-world stuff that has to be done so we can CONTINUE TO HAVE THE FACILITY TO PLAY MWO!!! If Armageddon Unlimited works hard to take Proserpina, but simply cannot complete, due to pitched battles, we then LOSE THAT PLANET because no one can remain on to finish off the conquest of it all. You DO understand what that's going to do to the morale of my MechWarrior's, right? You DO understand that we will simply resign ourselves to the PUG queue because... it's like me laying down two-hundred-fifty missiles on a Dire Whale, only to have Smokeythewonderchicken come along and TAKE MY KILL, right?
If a planet is being contested, it should be done by ONE element, that planet LOCKED OFF until the attacker wins and takes the planet, the defender wins and keeps the planet, or one of the two elements fails to show up for twenty-four hours straight, forfeiting the planet to the other element, thereby unlocking the planet. If a Commander wants to allow for help to come in, they should have the OPTION of doing so, leaving the planet unlocked, so they can receive assistance. This allowance of multiple units on a single planet, whether for the sake of attack or defense, is silly, and it's GOING to drive people away.
Look, the old planetary leagues allowed Commander's to set up dates and times, typically three each of them, to select for continuing play, and NO OTHER FACTION was allowed on-world at the time; you couldn't even bring down reinforcements, whether from your own faction, or from allies, during the time the planet was being contested, and it was a system that worked. Don't reinvent the wheel, PGI... look and listen at the GREAT things your forebears did, and do them.
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There's a common misconception out there that our player counts are far below Closed Beta. This is not the case. Every day we cycle through hundreds of thousands of players worth of games. Two weekend events ago we ran out of dedicated servers (match servers) which caused people to get the "cannot find server" error. Our concern when creating these timezone windows is not based around not enough people playing CW... it's about starving the public match queue if too many people swing over to CW. If it does start to starve out the public queue, at least it will only be during those CW windows instead of the entire 24 hour day. Conversely if, to our surprise, the majority of players do not swing over to CW, we will have a case of planets not being fought over at all. We just don't know what player behaviour will be until we see how it rolls out. We are choosing these timezone windows to be during peak player times so that even if a large majority of players swing over to CW, the public queue will still have enough players to keep kicking of public matches. If not enough players swing over to CW, then we can adjust the planet conflicts, time windows to fit whatever solution works best for everyone participating in both queues.
You keep telling us the population is just fine, and I'm sure it's enough, but when I face off against, or have on my team, THE SAME PILOTS through between three and a half-dozen games... come on, now...
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Okay, so the unique factions you have set up are, indeed, not unique at all, except in a very notional fashion? I understand the population is low, right now, but when it picks up, will you be looking at greater faction separation? When I say faction, as a veteran BattleTech player, it’s not just Clan on one side, and IS on the other, but it’s Clan Wolf, Clan Jade Falcon, Clan Smoke Jaguar, etc., and it’s House Davion, House Marik, etc., Magistracy of Canopus, Lothian League, etc., Wolf’s Dragoons, Armageddon Unlimited, etc., St. Ives Compact and Free Rasalhague Republic. Methinks y’all better get your heads out and understand the importance of these factions, and that it’s NOT just Clan vs. Inner Sphere. You opened an amazingly HUGE can of whoop-ass, and now you gotta live with it, guys, hehe.
From the very start we stated to the community that we were going to reserve all canon Units/Factions from the very start. This allows us to roll in these Units/Factions as we start developing the intricacies of CW and overall Faction gameplay. Will you be able to align to Wolf's Dragoons? Possibly. Take control of that Faction? No. This is all stuff that will be added to the game as we keep developing CW as a whole.
Paul, you missed, utterly, like a AC/20 round hitting a hillside instead of the TWolf standing right in front of you, what I was talking about with faction importance. Perhaps it's because I used Canon factions rather than non-Canon... what I was trying to get across is, as I stated earlier, the Seattle Seahawks, and how absolutely NUTS Washingtonian's get for this football team, and they are ONLY PERIPHERAL to the team itself. Whether it's the 228th IBR, Seraphim, BWC, or any other non-Canon unit out there, our jersey's are important to us, the Faction we have joined is extremely important to us. We're building our own mythologies, our own team standards, because you guys told us NO ONE would be playing in Canon Factions... I thought YOU would have understood that from me, by now... I read a LOT on these forums, and I understand and, sometimes to a limited extent, agree with most of what you've done. However, I don't think you guys have put enough stock in Faction development, because it IS all about the Faction an individual is in to them. Those are the friends they drop with, smoke and joke with, whose banner, flag, or standard they have taken on so they could be part of that team. That camaraderie is cause, much of the time, for fanatical loyalty, and for getting people to play EVERY NIGHT, even if they continually have mud hole's stomped in them night after night.
You need to take the non-Canon Faction's you've made to be part of this game seriously. If I'm going to fight to take a world, it needs to be myself and the enemy team;
ONE enemy team only, Vasili.
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This is all fine and good and dandy, but it’s bass-ackwards. Contracts should be made between the Employer and the Merc Unit, the money goes to the Merc Unit, and then is dispersed per a system set up by the Unit Commander and/or their Command & Staff.
The Unit Coffers are meant to cover costs of operations. The Contracting Faction would have nothing to do with it. Further plans for the coffer come into play after we start adding logistics to the CW feature but that is not part of CW Phase 2.
Again, you've missed well over half the question, here, Mr. Inouye. However, it's something we have time to hash out, since you're going to be enormously late with CW Phase 2, and we will not likely see the next Phase until March or April of 2015.
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Will we be able to have any input, whatsoever, on what we would like to see in the Faction Management interface? Will we be able to select plug-in/module items to build our own management interface?
Either I mis-read the original question or you are assuming there may be something there that will not be.
I think it was me reading the question wrong. Either way, let me clarify. No there will not be player councils governing Factions.. there are WAY too many variables there and it would be near impossible to set up something that would be considered fair when it comes to player to player interaction at that level. For example, for every player that supports a given "counsel" member's idea, there are just as many who do not agree. This opens a political nightmare and also starts to cater to special interest groups and that is something we'd rather not put our player base through. To that end, no, there will not be a Faction Management interface.
For the love of Mike!!! You DO read English, right? (scratches head)
Are you telling me the interface we have in the Faction tab in the game, right now, is all we're getting? That's it? What happened to being able to add awards, MechWarrior management as it were, and being able to have MechWarrior's view their record in the interface, to see their accomplishments?
A player council? Give me a break... I would NEVER recommend something so very stupid and clearly unnecessary in an interface... that's why we have the forums! I've tried to re-read what I wrote several times, and there is ZERO possibility you could have gleaned from my statements that I wanted a PLAYER COUNCIL. What the hell, man...
I would like to be able to give out unit-based awards to my MechWarrior's, to keep records, to write nice things about the things they've accomplished for AU in the game, some of which are gleaned from the MWO Achievements you guys gave us a while back, and which I support whole-hearteadly.
Again, Paul, I thank you for taking some of your extraordinarily hard-to-find time to answer my wall-o-text; I understand you may be exhausted, especially with the long race you guys at PGI have been running since the end of October 2011, so please forgive my frustration at having some of my questions so badly misinterpreted that they raised my ire. I am grateful, nonetheless. I just wish I could have a face-to-face discussion with you about some of these things, because text does NOT relay the emotion placed behind a question, a statement, or even a joke; thus, sometimes it's very difficult to convey what one is trying to ask. I try to write in an emotionless frame but, more often than not, that goes up like a fart in a lead balloon.