Community Warfare Update - Nov 20 - Feedback
#41
Posted 20 November 2014 - 07:54 PM
Have you really removed the 1-4 month contracts from CW? If you feel its necessary to have 1 week contracts for the truly fickle fine. But leave the other contracts how they were please? If people want a 1-week contract that gives almost no LP (why would a house trust such a unit/pilot?) that seems like a good plan to help players who just can't handle commitment but changing all contracts to incredibly short length seems to play right into one of the big concerns of CW. Players swapping faction frivolously which will of course lead to the winning factions getting bigger and winning more.
Can you please explain the thought process at PGI behind this change?
The Same-Unit Restriction on Grouping:
Another thing we just heard about in the Townhall was the restriction that players can only create groups with their own unit in CW. This seems like a restriction that may be convenient for other systems of CW but it also is a pretty big restriction on players who can no longer freely group.
Any chance that restriction can be relaxed in the future? Is it a set in stone this is how CW will work thing? Because if it is I bet a lot of people who aren't in the huge 100+ member zerg units will need to reconsider their tags.
How many planets per day?
Is the plan still for ALL IS vs ALL CLAN planets? What about the southern inner sphere planets will those all be 1v1 faction or are we going to see 3 way battles or 2v1 setups? Will every faction have 1 planet under attack? 2?
#42
Posted 20 November 2014 - 08:00 PM
#43
Posted 20 November 2014 - 08:01 PM
#44
Posted 20 November 2014 - 08:03 PM
....where is the Armwrestle Vid ?
#45
Posted 20 November 2014 - 08:19 PM
#46
Posted 20 November 2014 - 08:21 PM
#47
Posted 20 November 2014 - 08:26 PM
#48
Posted 20 November 2014 - 08:38 PM
#49
Posted 20 November 2014 - 08:53 PM
TygerLily, on 20 November 2014 - 08:38 PM, said:
Because breaking a contract will have penalties, while a contract simply ending does not.
Short ones, so you can work with a faction for a limited engagment, gain some LP and such, but not be bound to them long term.
I'd assume breaking your contract will cost substantial LP, and as such make breaking them ineffective for growing your LP.
#50
Posted 20 November 2014 - 09:06 PM
Several updates ago it was hinted that Randall Bills was helping to work on a table that determined how the various IS factions view each other and therefore how they would look at you if you joined X opposing faction or fought to defend or capture a planet for Y faction etc. Is this table ready to go? Can we preview it? Any hints or further details on how that all works?
#51
Posted 20 November 2014 - 09:10 PM
but I also have a question about alignment. so If i choose a permanent alignment does that dictate which units i can join? or does the new unit simply override my permanent choice?
additionally i also think that the 30 second re-spawn timer is too short. i think a longer timer would create a more dynamic experience rather than a bunch of people just YOLOing to get a new mech in a few seconds. such a short timer promotes a more wreckless mindset
maybe even consider different timers for attacker and defender. for example a 3 min timer for the attackers, and a 5 min timer for the defenders. this would help to counter the inherent advantage defenders have. this can also create a more push and pull experience, rather than just a constant stream of new arrivals. plus with a 30 second timer after 5 min of a match the sky will be buzzing constantly with drop-ships.
and there needs to be incentives for not loosing mechs. like a cb or XP multiplier for each respawn phase you are still alive. this would also be helped by having a reinforcement phase every few min rather than every few seconds
#52
Posted 20 November 2014 - 09:17 PM
#54
Posted 20 November 2014 - 09:30 PM
One week seems a little bit too short when considering that this could really be abused by players or, create an exodus of faction players when things get tough. If penalties for breaking contracts are being implemented then I do not see why short contract times need be implemented then.
I too would like a clear answer on Unit Group drops only. I really see no problems where players of the same faction (not necessarily of the same group) can get together on TS and drop together as a larger group. To me it allows greater flexibility in the game (CW) itself. ie more ability of groups joining together rather than more people just dropping solo and causing potential issues that will no doubt appears on the forums.
Is there an aim of PGI wanting to remove smaller units from the game? If that is the case I really do not see why there would be such a need to do so. I just don't like the idea of mega Group Factions controlling state of play.
Cheers!
Eboli.
#55
Posted 20 November 2014 - 09:42 PM
1) Russ mentions in his example of how Solo players work in attacking a planet a scenario where 1 solo player and another solo player then a 10 man group will join forces to attack a planet. If Solo players are allowed to join this group queue will units be able to form groups of 11 in CW?
2) Do groups inside CW have to all belong to the same unit? For example lets say MGA is having a slow night. Could I hop over to Desert Rats channel and group with them to do CW drops? If so is it also possible to group with other Inner Sphere factions?
3) Will we be able to color the Dropships that we drop from in CW? It would be cool if MGA's dropships had our color scheme and our unit logo on the side.
4) How do counter attacks work? after the 24 hour period if the defender has 6 zones he successfully defends the planet. Does this immediately throw off the attacked from the other zones and move the battle to the attackers planet or do you have to capture all the zones to shift the battle back at the attacker?
5) How do faction alliances work? For example is the Alliance between Steiner and Davion simulated in CW at all?
#56
Posted 20 November 2014 - 09:52 PM
Please give attackers some sort of cover. Otherwise they're probably toast. Especially IS attacking Clan defenders. If we don't have some kind of cover closer in, then our only means of combat is the mighty LRM, or to send in lights to destroy whatever we have to destroy. If it goes to the light mech option, the whole match would be spent trying to avoid combat. LRMs mean a long back and forth arty war, with the attackers getting massacred by the defenders after the LRMs finally run out. It might not be this bad, but the "open map" comment suggests this IMO.
Other than that, carry on, looks great so far.
#58
Posted 20 November 2014 - 10:26 PM
keith, on 20 November 2014 - 06:52 PM, said:
I'd like to know this as well.
If the maps are large enough, having forward spawns or "landing pads" for dropships can add another element.
Much like in TF2 like you mention or ET. Not exactly sure how TF2's function but in ET the forward spawn can be captured and re-captured etc.
So on oasis, there is a forward spawn close to a wall you have to plant a bomb on to get through to the next phase.
Capturing the forward spawn gives a big advantage as you only have to travel for a few seconds to get to the wall instead of the starting spawn which is about 15 - 20 sec when there are no defenders inbetween...... (the defenders starting spawn is this spawn also, so capping it forces all the defenders to spawn all the way back in their main base etc)
The spawn can however be re-captured and then re-used as the defenders spawn if they can get it.
So it constantly changes hands until 1 side gets a foothold etc and the wall is eventualy blown. (once blown the forward spawn is now always the attackers and cant be re-capped).
Something like this could be interesting if the maps and objectives are set out to work with it.
IE lights scrambling to a distant landing pad trying to cap it to get assaults to spawn there because they cant physically get to that spot otherwise etc etc. ( EG some hill that has a side access to a base and no gate or turrets but only small JJ mechs can get up....unless you cap the landing pad up there etc........ )
With defenders sending out mechs from the walls / base to re-cap or hold it for as long as possible before retreating back behind the walls etc etc..
Meh, at least we will see the dropships....which gives me another Q.....
Will we actually power up inside them and have to walk out of them or we all just spawn and powerup outside it after it lands ? (or maybe some maps or spawns a small drop with some sort of JJ's slowing the fall to "fake" a small hotdrop etc like the original vid thing??)
Edited by Fooooo, 20 November 2014 - 10:30 PM.
#59
Posted 20 November 2014 - 10:40 PM
Wintersdark, on 20 November 2014 - 08:53 PM, said:
Short ones, so you can work with a faction for a limited engagment, gain some LP and such, but not be bound to them long term.
I'd assume breaking your contract will cost substantial LP, and as such make breaking them ineffective for growing your LP.
Good point, although some part of me hopes that too small of a time period doesn't make a contract too frivolous. I'm hoping longer contracts give higher rewards.
#60
Posted 20 November 2014 - 11:11 PM
Those of us who purchased Phoenix packages back when CW was said to be released "Soon" have most likely long since chosen our medallions, which grant a Loyalty Point bonus, along with the LP bonus from the 'mechs (if I remember correctly... It's been a while, y'know).
Details about how the medallions would work, or even WHAT Loyalty Points WERE was never released up until now. Will we get to re-choose our medallions now that we actually have some idea of what LP's are, what they mean, and why we want the medallions, or are we just screwed if we made a poor choice?
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