Public Queue vs. CW Queue
- No Player is forced to play in CW. If you do not wish to participate do not go in to the Faction Tab of the game
- Public and CW Queues have different rules
Public
Separate Queues for Solo and Group play
Matchmaking
3/3/3/3 rule
ELO matching
CW
One Queue (Solo, Group and 12man all together)
No Matchmaking
No ELO matching
Players in Queue can choose between attack or defense(respond to attack call)
If in a Group All Players must be from the same Unit. (Smaller Units can not group up to make bigger groups) adding Paul's Quote "[color=#00FFFF]To re-emphasis what has been mentioned before. Community Warfare is primarily directed to role-playing and unit gameplay. It is because of this that groups in CW (Unit Groups) will consist of only players within the same unit. A team can have players from multiple units but groups themselves will only consist of players who are in the same group/faction.[/color]"
Public Queue
Existing modes (Assault, Skirmish, Conquest)
Existing Maps (Alpine, Caustic, Swamp, Terra Therma, Forest Colony, C Straits, etc...)
CW Queue
Invasion Mode (Attack/Defend)(more below)
New Maps(atleast 2 at launch, maybe 3, one new map per month - Alpine Like, Canyon Like, Caustic Valley Like)
Possible retro fit of old maps to support Invasion Mode, but no ETA.
Public
Any Mech
CW
Faction Specific... IS faction can only play IS Mech, Clan can only Play Clan
Basic Format
A Person or Group selects a planet to attack(available choices selected by game, only a couple per front)
Game will fill up to the 12 players needed based on first come first serve basis from CW Queue
Game Issues a Defense Alert to Opposing Faction
Game fills up defense to 12 players based on first come first server from response
Drop Starts
NOTE - Dropships are armed with large weapons.. Do NOT stay within LOS of the Dropship as they are dropping mechs off.
Suiciding in CW Drops will result in No Rewards, Mechs Locked until end of Match, and Possible Loss of Loyalty Points - Russ via Twitter
Player Drop Deck
Each Player must choose 4 mechs
Tonnage Limits vary per map, but 140 - 240 most common format
Mechs can not be used multiple times unless that chassis is owned multiple times. i.e. you can't bring your Yen Low Wang twice unless you own 2 Yen Low Wangs.
Once in drop you can't change Mechs, Consumables or Modules. They are locked for the duration of the match.
Map design focuses on multi weight class drops(per player) so focusing on all of one class maybe a hindrance.
Make sure to own multiples of your favorite modules because of this
Hero Mech Bonuses apply during the part of the Drop they participate in.
Dropship
Currently each Drop Ship wave is spaced at [30] seconds apart. If there are no players in need of a drop, no Drop Ships will appear. The [30] second timer is a global timer. For example, players who get their ‘Mechs destroyed at time X, will be dropping back into the game at the same time as players who had their ‘Mechs destroyed at X+25 seconds. A player who had their ‘Mech destroyed at X+29 seconds will have to be fast with their ‘Mech selection or they will carry over to the next [30] drop meaning they will drop back into the match at x+31 seconds.
Players can only miss 1 drop. If a player does not make a valid ‘Mech selection within 2 drop cycles, they will automatically be assigned the first available ‘Mech from left to right in their Drop Ship layout.
Attack
Attackers must break through or open a gate to access defenders base
Attackers objective will be to destroy a giant anti starship gauss cannon and other base components
Win Condition = Planetary Gauss Cannon Destroyed
Lose Condition = Planetary Gauss Cannon NOT Destroyed
Lose Condition = All Defending Mech Destroyed BUT Planetary Gauss Cannon NOT Destroyed
There is a Dropship for each lance... members of that lance will always be dropped in the same place on respawn.
Defend
Defenders must prevent attacks from getting past gate
Defenders objective is to prevent the attackers from destroying cannon and base components
Win Condition - Planetary Gauss Cannon NOT Destroyed
There is a Dropship for each lance... members of that lance will always be dropped in the same place on respawn.
Fronts and Planets
Attack Period
Attack Periods Last 24 hours
Faction who controls majority of the zones on the planet at the end of the Attack Periods gains / retains control of the planet.
Units responsible for the most defense or attack in an Attack period will have their Unit Tag along side the planet's name
Choosing Planets
Planets that can be attack will be marked on the star map
When a planet is conquered an adjacent planet will be chosen by the game or designers as available to attack
Moving the Front
The Front will moved based on the planets conquered / retained rather than by an independent mechanism.
Selecting one
- First time you log into the game at CW Launch you will be prompted to choose a Faction.
- Mixed Faction Units Not allowed
- Unit Member and Unit Commander Faction must match to be in the same unit
- e.g. If I create a Ghost Bear Unit if you want to be a part of my unit your contracts must be Ghost Bear as well.
- You can not take Contracts outside of your Faction (Steiner can't help defend FRR planets)
- If you want to help the FRR choose FRR contract next time.
- Current Lengths are Permanent, 7 day, 14 day and 28 days
- Paul says that these are easily changed so don't assume these are the lengths forever.
- Gain LP in current Faction
- Longer the contract the higher LP rate you will earn
- None known
- At the end of each contract pilots will have the option to change factions
- Pilots can also switch factions by breaking their current contract(will cost CBills and LP)
- Be aware of your Faction's Opponent faction if you take a contract with them LP lost for killing members of that faction will be amplified
- breaking a Contract will result in a CBILL and LP penalty
Gaining
- LP will be gained by winning matches in CW
- LP will be gained for anything in a drop that gives you CBILLs in Public QUe drop, Kills, Assists, Component Destruction etc....
- Premium Time adds +10% LP
- Phoenix Medals add +2.5% LP
- Longer the Contract the higher the LP earning bonus
- 7-Day Contrate = 0% bonus.
- 14-Day Contract = 15% bonus.
- 28-Day Contract = 30% bonus.
- Permanent alignment = 50% bonus.
- 7-Day Contrate = 0% bonus.
- Players who select Permanent Contracts will receive a LP boost over contractual players.
[color=#00FFFF]In the match in Case Study 1, the player got 4 assists, 2 kills, 3 hit and runs, 1 saviour kill, 1 UAV kill and 3 Turret Kills.[/color]
- The player has earned 24 LP from assists
- The player has earned 30 LP from kills
- The player has earned 30 LP from hit and runs
- The player has earned 12 LP from saviour kills
- The player has earned 7 LP from UAV kills
- The player has earned 15 LP from turret kills
- This means the player has earned 118 base LP.
- The player is on a 28-day contract with Davion, hence will recieve an additional 30% LP bonus
- The player has earned 153 (rounded) LP total.
[color=#DBDBDB]We have also added a 10% LP bonus to Premium Time which works exactly the same as above by being calculated using the base amount of LP earned.. not the sum of all LP plus bonuses. A reminder, Loyalty Points (LP) can only be earned while participating in Community Warfare conflicts.[/color]
Losing
- LP will be lost when you kill a member of a Faction you have LP with
- LP will not degrade over time
- Like an XP based games you level up when your LP reaches a threshold of points
- Those with Phoenix packages will start between LP 3 - 5 of the first faction the choose
- Those with Phoenix medals equipped in their mech will get bonus LP each time they gain LP, thus allowing them to level up that faction faster.
- Starting Rewards will include, Camo, Decals, Titles and Colors
- The majority of rewards will be created by the Community based on Polling and Suggestions
- Unit Coffers will be used for the following items.. NONE initially on CW Launch
- Paying for Jumps to Planets to Attack or Defend
- Paying for Contracts to Attack and Defend Planets
- Buffing Turrets on Planets your faction controls.
Loyalty Point Clarification
There was some confusion over how LP calculations were summed and bonuses applied. I'll try to clear that up a little.
First we need a case study so let's assume the following:
Player has aligned to House Kurita for 14 days. This mean they will receive a 15% contract length bonus.
The player will use a Phoenix 'Mech with the Kurita LP Medallion equipped. This means they will get a 10% bonus (for the 'Mech) and 2.5% bonus for the Kurita LP Medallion.
The player has Premium Time enabled.
There are 2 areas where LP are rewarded. There is the Match Contract Reward... and the In-Game Performance Rewards.
Prior to launching into a match... all players will be informed of how many LP they will gain from their faction if they win the match. No rewards are given at this point... players are just notified of potential earnings.
During the match, activity kickers will reward players with LP. Things like Kills and Assists will give LP rewards per occurrence. The table of kickers was in my last CW update.
At the end of the match, the total LP provided by these kickers is sub-totaled and the bonuses are then applied to this sub-total one at a time.
The image below should make it much clearer on what his happening:

Loyalty Point Rewards
Due to some issues that have arisen, we will be scaling back the LP rewards at the launch of CW Phase 2. This is a temporary setback as the issues will be addressed in Q1 2015. The problem lies in our ability to award packages of multiple items on a single redemption call to the database.
What this means is that when you unlock a rank in Community Warfare Phase 2 with Loyalty Points, you will get an achievement and a representative amount of C-Bills. There are more rewards that we want to give you but we cannot get this functionality into the build while trying to harden the current CW build of the game. The reward table includes C-Bills, Titles, GXP, Mech Bays, Cockpit Items and even MC.
When we address the above mentioned issue, we will retroactively inject your rewards directly into your account. I will include the PDF of the current reward table here.
LP REWARD TABLE https://static.mwome...ks_Rewards2.pdf
The fix required for this also allows us to add more depth and freedoms as to what can be awarded including some long standing ideas such as Faction discounts on 'Mechs or equipment, Faction decals or perhaps some 'Mechs as well. Basically what I'm trying to say here is that the LP reward table will not be the end target for LP rewards.

Edited by Zeece, 14 December 2014 - 11:24 AM.