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Cw Phase 3, My Ideas


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#1 Zfailboat

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Posted 27 October 2014 - 08:48 PM

First off, I apologise as the below is a bit long.

Second - I am trying to start some discussion about what is realistically achievable with CW, and where we might be able to influence it. and am hoping to see as much public feedback on the below as possible. However I would GREATLY appreciate it if the feedback actually said something. Parts you don't like, parts you do like.

Finally - the below is NOT for the December - CW phase 2. It is my long term ideas that PGI might be able to work towards for CW Phase 3. Maybe if we give them ideas early enough - they will have time to build towards it.

Okay, so as a few of you may know, MWO has CW coming out. Phase 2, is basically 12 on 12 with reinforcements up to 48 mechs in total.

It has bases and gates, but overall is likely to be the next "Step" in PGI's overall vision. Lately I have been working on a plan to present to PGI for CW phase 3. Something that will take what their Phase 2 is - and build on it to be much more likely for what we all actually want. Below I am going to list what this could be as I envision it.

CW Phase 3.

In an effort to expand MWO online to a level of immersive combat, where every single player regardless of the amount of time they have available can feel part of an ongoing war, in no holds bared, unrelenting, and un ending combat I have compiled the below suggestions that could be implemented for CW Phase 3.

It is important to realise that this suggestion tries to take into account, some published game ideas from PGI about the direction of CWP2. and as such may have some components that take assumptions of the current data.

It is also important to note, that the implementation of the below idea would require a few changes to current game mechanics. However whilst I am not a programmer by any standards, I do not think these should be very difficult or onerous.

Basic Goal upgrades from CWPhase 2.
1. the growth of the "War" feeling of the game to represent real control over planets for periods of time, and the removal of the limit of the number of mechs in a war - instead changing the static 12x4 vs 12x4 into a dynamic 12v12 with unlimited re-enforcements across multiple simultaneous battles.

The ideas required for the above.

Wars are fought over multiple fronts. with the wars having unlimited time frames - multiple battles should be in constant supply, especially during the peak time zones. Battles are graded accordingly on with a system similar to the "ELO" currently, however this is a live system and is calculated as per below ELO points shortly.

The basics of War
To upgrade from CWP2, the following changes would be made for CWP3.
Wars over planets are no longer 12x4 vs 12x4 battles, and instead would morph to 12v12 dynamic structure. This would mean that in any fight, there would be 12 vs 12 players at any one time however the length and breath of the fight is not limited to a select number of mechs. Instead as long as there are players in the que to re-enforce the planet, the battle will continue.

When a player dies, that player is placed in a reinforcement pool. If that player is currently in a group with other team mates, that player
will as a priority re-supply the same match of his team mates.

If a player has no group and dies, the MM will automatically update his ELO and re-drop the player at the next available re-supply into an appropriate battle.

"ELO for players in groups"
1. the starting ELO of a group is the summary of the ELO for all the players in the group based on the behind the scenes calculations averaged across all players in the group"
2. as the fighting progresses each group has its ELO automatically adjusted. if your group ELO goes up, the system automatically brings in reinforcement's from higher ELO brackets as the enemy dies.
3. if the group ELO goes down - the captain receives a recommendation (if available) to have your group move to a different front (another live instance with a slightly lower ELO Bracket)
4. if the group leader dies 3 times within "X" time frame, the group is queued out of that planet and re-positioned if required by the ELO system to a new battlefront. this movement happens as each player dies, with the leader going first, and the other players re-suppling the leader as they also inturn die.
5. if your group ELO increases the Captain receives a request for the group to be promoted - and when accepted the group is moved at the next available re-supply timer where re-enforcements are queued and waiting.

"ELO for singles"
The elo for singles would be similar to the above group queue with singles re-enforcing also any missing "Spots" in the group matches required to fill the 12's.
if a single player is being placed alongside groups - their ELO is automatically adjusted down slightly to represent the difficulty of singles when being placed along side teams. However with that being said - there are many single players, who have the ability to adjust when required in these circumstances - as long as a calculation is factored in. EG if there is a "group" of 7 players, and a group of 4 players who each have an average ELO of 100 - then a single who's average solo ELO is 120 is added in. thus a person who is probably a slightly better player is added to compensate for them not being part of a "group".

this system would slowly but surely continue to remove newer players and lower tier players to pools with very similar skill capability during live play - whilst also allowing for group movements to combat each other at the pinnacle of the battle.

The battles themselves.

The battles rage on for as long as their is teams to fight with similar levels. If the MM determines that player numbers are becoming low, or that ELO in a certain range is no longer able to be filled, a message is displayed to the combatants, and after 2-3 minutes they are shifted to the queue for another battle front. This gives them time to finish any enemies on the current battle front. When this happens each player who was active when the message appeared, receives a bonus to their cbills for their trouble (say a free 100k or something)

Similarly when there are enough players searching for battles, the MM spins up another battlefront and increases the battle fronts.

Battles are awarded with a Capture The Base style map.

Each map has 6 drop ship locations. 3 outside the base, and 3 inside the base. In addition the attacking team has 1 command HQ outside the base, whilst the defending team has 1 command HQ inside the base.

the command HQ's are non destructible non conquerable points. with short range defences (such as AC 20/s and MLasers) to ensure they cannot be camped. they also contain 3 varied exit points. (things like short tunnels, / tree lines etc)

Each other point is conquerable, contains not only drop ship respawn locations but also field rearming stations. re-arming stations can re-arm the ammo on a mech and repair it, but it takes 45 seconds of down time to do + it comes with a cost (example rate only - 7,500 cbills per weight class, lights 7,500 - mediums 15,000 heavies 22,500 assaults 30,000. this way you can stay in the game forever if you don't die, however there is a cost to taking damage, so you cannot just facerush blindly without paying a price.

The 3 drop ship locations outside the base are simply logistical re-spawn locations, and generally offer additional tactical re-spawn locations to whichever team is holding them. (lets call them D,E,F)

the 3 drop ship locations inside the base are near the entry / exit points and offer valuable emergency re-deployment points for base under attack. (Lets call them A, B,C)

if 2 base drop ship locations are conquered from either (A,B,C) the base begins a 1 minute timer during this timer, respawns for the defender are opened up at the field HQ. unless one of the 2 locations are taken back within this window the base will "Flip" and the attackers now control the base. 30 seconds after this the Field HQ locations will change and the defenders - are now the attackers.

There is also no reason why the defenders, cannot push out and cap the respawn locations of the attackers - reducing their ability to tactically enter the base. however doing this can leave the base exposed to lights getting in behind the lines, and capping the base points.

Cbills are calculated and updated to your account every 15 minutes based on stats during that window.

For each minute your faction controls the base it will earn a point. and the overall planet winner at the end of each 24 hour period, will be the faction that had the most points across all battlefields.

Player rewards

Apart from C-bills players may choose one of the following 3 reward systems - per mech. Reward systems once chosen are locked for 24 hours per mech

Option 1 - Most damage on an enemy when it dies.
Option 2 - 3 assists on enemy mechs that die
option 3 - 5 spotting / tag / narc assists. (spotting assists are re-calculated to be less value than currently, but happen again after 60 seconds since the enemy was last spotted)

this gives all players, regardless of their play style options in terms of how they want their rewards to calculate. and helps with role warefare for lights / mediums.

each time you complete one of the above options, you are given an electronic ticket and a loyalty point.

your loyalty points buildup - however the ticket goes into a raffle. Once per week each faction provides faction based rewards to players via a lottery system - eg 10 random faction appropriate mechs raffled out, or faction paint jobs, or L/P bonuses etc etc.

Drop Fee's

This would need to be player discussed but this is how I can see mercs fitting into the equation.
Drop fees are paid on your death based on the below.
500 c'bills per T per drop
if you earn less than your drop fee in a match your drop was free (you cant actually loose money)
drop fees can be reduced dependant on your loyalty points to the faction you are supporting.
if a planet is being attacked, the attacking faction provides free drop fees for mercs. a defending faction would provide free re-supply fees.
Mercs earn LP at a 50% rate to other players, but do not loose them when working for other factions.

Loyalty points.

apart from buying faction players cheaper entrance to drops, LP may also be used to subsidise mech purchases belonging to a specific faction. (c-bill purchases only)
this could be either factored in as specific planets must be owned to open up specific mechs - or that number of planets = rewards.

Thoughts and feedback are very welcome, please.

#2 Johnny Z

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Posted 27 October 2014 - 11:32 PM

Alot of great ideas here.

It will be interesting to see what phase 2 brings, not to mention phase 3.

#3 Brody319

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Posted 27 October 2014 - 11:36 PM

A planet side 2 system would be super interesting in my opinion. Just have a bunch of smaller facilities you must capture to move forward, respawning sets you back so you can either walk or spend c-bills to get a lift to a nearby captured base. Can instanty change load outs before dropping back in, lots of mechs dropping all ato nce. So you could see 100 vs 70 situations where you are holding fortified position, but vastly out numbered and gunned.

Sadly I think this would require an almost entirely reworking of the game. Probably just a recreation entirely.

Edited by Brody319, 27 October 2014 - 11:36 PM.


#4 Egomane

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Posted 28 October 2014 - 01:09 AM

Closed as a duplicate!

Please consult the code of conduct about creating duplicate posts and crossposting.





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