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Community Warfare Feature Suggestion Thread

Gameplay Balance

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#41 64K RAM SYSTEM

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Posted 12 December 2014 - 10:06 AM

Here are my suggestions for the future of community warfare:

1. Remove the current public game feature and force all players to play in CW mode. This will increase the player pool and reduce waiting times.

2. Use all the current public maps for CW mode. No need to use only these new attack/defend maps. These new CW maps could be used only for very important planets.

3. Allow a planet to be defended by less than 12 people. There will be situations were not enough people are available to fill the 12 slots for defence. Currently it looks like if there are not enough defenders the attackers get to walk around in an empty map.

Edited by 64K RAM SYSTEM, 12 December 2014 - 10:08 AM.


#42 Katotonic

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Posted 12 December 2014 - 10:07 AM

View PostMorang, on 12 December 2014 - 09:08 AM, said:

When player clicks on the planet in top left window containing defendable of invadeable planets (or just on the Inner Sphere map), he's put forcibly into very strange perspective - very closely zoomed isometric view.

It serves no actual purpose. Depiction of the planet in this variant is just a zoomed blob on the Inner Sphere (there's another, beautiful depiction of the particular rotating planet in the window with planetary info), and by zooming to the max the player is denied info about relative location of the same planet - almost no neighbors are visible, and it's only seen on border with which faction the planet is located. We can't even rotate and/or zoom the isometric view manually - it only rotates slowly by itself.

Please reconsider this. Selection of the planet shouldn't punish us with tunnel vision. Moderate zoom-in with possibly a selection box/crosshair is enough to emphasize the selected planet. Leave it top-down or make controllable camera.


#43 Innocent

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Posted 12 December 2014 - 10:08 AM

I would like to see a text chat lobby while in the Faction tab to chat with your faction. This would help coordinate where other people are trying to attack/defend so that sufficient people are all in the same place to make a game.

#44 Katotonic

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Posted 12 December 2014 - 10:09 AM

View PostJazzbandit1313, on 12 December 2014 - 09:58 AM, said:

HOWABOUT A CW TUTORIAL VIDEO


Seeing as I never really cared to look into CW, I have no idea what I'm doing. Theres flashing icons saying "this planet needs defending" and then when I join that lobby, I'm waiting for over 10 minutes with no one joining. I dont have any idea where to go, or what to click.

PGI pls tutorial video for noob scrubs liek me


#45 Katotonic

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Posted 12 December 2014 - 10:12 AM

View PostMonkey Lover, on 12 December 2014 - 09:15 AM, said:

WHY CAN'T IT BE SOLO VER SOLO AND PREMADE V PREMADE?


As the topic says why does it have to be setup this way? Is it just to make the 12man teams feel better about killing 12 solo players where half are using trial mechs lol


#46 Brody319

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Posted 12 December 2014 - 10:23 AM

I think we need to change up the snow map a bit. Have the 2 gates be spread out a bit more, or have the mountain range extend a bit further so the defenders have to split up between the gates. Currently defenders can just camp one area and hit both gates, but with the other one defenders have to split up slightly to defend the gates.

Separate Pug and Premade ques would be nice. Just allow more than one battle to take place on any planet so the groups and pugs can find a match.


Nextly if the Defenders counter attack, then if they lose, give the attackers another zone on the planet. Currently if the defenders defend, you lose a zone, but if the attackers defend a counter attack successfully, they don't gain or lose any zones.

#47 Katotonic

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Posted 12 December 2014 - 11:26 AM

View PostMirkk Defwode, on 12 December 2014 - 10:36 AM, said:

Reposted here from general discussions as this is a more appropriate place
------------------------------------------------------------------------------------------------

Planets that are in the conflict state, be it attack or defend. This needs to show the number of attackers vs defenders lined up for that battle queue independently. This will help in knowing which planet to go towards and fight for or will have the shortest queue time. This will then help centralize some of the user base for quicker matches.

A quick launch button to the planet in combat state with the shortest estimated wait time.

Global Chat to advertise where you're fighting...that isn't imbedded in another set of menus...

Ability to view mech configurations in the mech selection to possibly make on the fly loadout changes. Current flow for that is to (Exit Faction Map, Enter Mech Lab, Select Mech Weight Class, Hover Over Mech - Repeat Until choice is made, Return to Faction Map, Select Planet, Select Mech from Toggle Open Menu.) Which is a longer process than it needs to be compared to adding the hover mechanic to the existing mech selection.

Mech Selection should add Weight for each Mech along side the name, this makes it easier to do math...cause math can sometimes be difficult. I do recognize that the loadout system does the count for you in the UI, but easing the selection through having that weight there if you can't recall an exact weight of a mech would be helpful.


#48 Thunder Lips Express

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Posted 12 December 2014 - 11:30 AM

Should have patrol mission with less players and smaller maps, 4v4 8v8

#49 FETTY WAP

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Posted 12 December 2014 - 11:31 AM

Voice chat for public groups, with a mute button.

my TS is broke

#50 Mirkk Defwode

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Posted 12 December 2014 - 11:33 AM

View PostKatotonic, on 12 December 2014 - 11:26 AM, said:


Danke Schon.

#51 KraftySOT

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Posted 12 December 2014 - 11:34 AM

View PostTichorius Davion, on 11 December 2014 - 09:20 PM, said:

Can we get a daily log of which planets changed hands against who? Having to sort through the planets individually is painful.


So far thats up to us.

#52 Darth Futuza

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Posted 12 December 2014 - 11:43 AM

Suggestions:

1. A brief Comstar recap of the war every 10 hrs so people know what is happening. eg: Planets that have been conquered/held, the units involved, and which planets are still currently undecided.

2. When you hover your mouse over a planet name or planet icon, it tells you if there is currently a queue and the size of the queue for your side (eg: 5 means there are 5 people waiting for a match, need 12 to start).

3. Slightly less planets to fight over at once, I'm not sure the player base can handle being split this much.

4. More maps, especially some without extremely narrow chokepoints. Or even include some regular map "assault" mode into CW matches.

5. When waiting in the queue show the other players in the queue with you and let you chat with them.

6. A faction chat to allow people to coordinate attacks/defense, etc... (this might get a bit messy with the number of messages that would be sent around).

7. Allow players to do other stuff (mechlab, store, unit managing, tutorial grounds) while waiting in the queue for CW. If a match is found (queue is filled) then notify the player with a popup and give them an option to quit what they are currently doing and return.

8. Hierarchy of order for each faction. The problem right now is mainly that there is no organization, every unit for themselves. We need an in game system of electing/winning/buying out leadership positions for units which then allow us to influence the rest of the faction somehow. About the only real way of working together right now is by communicating on the forums with other units in the same faction and convincing them to coordinate drops with you.

#53 Almond Brown

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Posted 12 December 2014 - 12:01 PM

View PostTurbokoks, on 12 December 2014 - 06:05 AM, said:

stuff

I read several times that defenders are spawn camping attackers... how did the defenders got out so far?

how about 2 gunships covering the attackers spawn area permanently until they get a certain amount of damage s they have to leave?


It is otherwise known as a STOMP. Escorting gunships would be quite cool indeed. As long as it doesn't makes it impossible to actually leave the Defense area so one can explore the Maps some. :)

#54 Katotonic

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Posted 12 December 2014 - 12:08 PM

View PostSigmar Sich, on 12 December 2014 - 11:54 AM, said:

Topic for discussion ideas for new maps, suggestions, etc..

I love CW, but IMO current maps dont leave much room for strategy. It is not a problem, unless all other maps will be of same design.
So, i thought it could be useful to create topic, for leveldesign suggestions, discussions, ideas. If it can possibly somehow help - why not.

For a start here some suggestion for a map. It is a small coastal city of some military value. It have port and spaceport, and lies on the crossroad.

Coastal fortress
Spoiler

Well, feel free to throw a stone. Or, better, suggest something ;)


#55 Katotonic

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Posted 12 December 2014 - 12:44 PM

View PostSigmar Sich, on 12 December 2014 - 11:54 AM, said:

Topic for discussion ideas for new maps, suggestions, etc..

I love CW, but IMO current maps dont leave much room for strategy. It is not a problem, unless all other maps will be of same design.
So, i thought it could be useful to create topic, for leveldesign suggestions, discussions, ideas. If it can possibly somehow help - why not.

For a start here some suggestion for a map. It is a small coastal city of some military value. It have port and spaceport, and lies on the crossroad.

Coastal fortress
Spoiler

Well, feel free to throw a stone. Or, better, suggest something ;)


#56 Sean von Steinike

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Posted 12 December 2014 - 12:46 PM

Drop area needs to have sort of protection. Really blows when you are killed the moment you drop in a new mech because your team is so outclassed that the enemy has taken control of your drop area.

Edited by Sean von Steinike, 12 December 2014 - 01:17 PM.


#57 Bigbacon

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Posted 12 December 2014 - 12:55 PM

what about some kind of quick grouping option to allow a player to create a group of an even number (2 through 12) that anyone can see and anyone can join assuming they are aligned with your faction?

So I can go in and create a Marik quick group and give it a label ("attacking pella II")

Other marik aligned folks can see a list of these quick groups and join in.

All players have to be aligned with the faction of the group's creator. You don't need to invite anyone, you don't need to friend anyone, you can just quickly form a group and go on the attack or defense.

these quick pick up groups can then fight each other if they want, coordinate with another pick up group or they can just pick a planet and fight whoever comes along.

Edited by Bigbacon, 12 December 2014 - 12:56 PM.


#58 Katotonic

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Posted 12 December 2014 - 01:17 PM

View PostRosscoe, on 12 December 2014 - 01:08 PM, said:

What do you guys think? Should we have a clock or something on the site showing the prime times to be playing CW "Beta"? I started one over on Reddit to help people out and figured why not ask here, maybe PGI can even in their spare time do up a webpage showing prime hours or how busy it is.

Least this way players and new and old can keep a better track of things as right now people are still coming out from under their rocks to discover CW "Beta" and trying to figure it all out.

Edited by Katotonic, 12 December 2014 - 01:18 PM.


#59 Katotonic

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Posted 12 December 2014 - 02:50 PM

View PostAtlas726, on 12 December 2014 - 01:45 PM, said:

MECHLAB WHILE WE WAIT



Would be nice if we could queue up in CW, then exit out to the mechlab while we wait. Maybe get an in game notification when our match is ready to start. Something to kill time. FWIW.


View PostMatthew Ace, on 12 December 2014 - 01:14 AM, said:

SUGGESTION: CONSIDER RAISING BASE WIN/LOSS REWARD FOR CW GAMES


Games takes longer to happen and finish, and as a form of incentive (beyond immersion and enjoyment) over playing the normal games, it may be appropriate for the base reward to be raised.


#60 LordKnightFandragon

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Posted 12 December 2014 - 06:52 PM

More game modes?

Escort? Defenders must escort like 5 waves of convoys across a map. Make them heavy armored Supply trucks, taking maybe 300dmg each, prolly like 7 or so vehicles, x5 waves...idk lol...Escort game mode comes with only 2 respawns lol. Defenders drop on the convoy, attackers spawn at their drop points. Defense gets Cbills and xp based on the final number of vehicles they escort, multiplied by idk what...300*7=2100...7 trucks, 5 waves=35 trucks, meaning like 37K dmg must be done to beat the convoy lol...bit much?

Supply Raid: Attackers must escort heavy armored supply vehicles to a base and defend the convoy while it secures supplies. Attackers must then escort said vehicles off the base. Each securement takes like 3 minutes, there is like 5 spots to raid. Attackers secure closer drop points along the way, allowing quicker defense of thier trucks while the Defenders spawn in the base. Upon succesful extraction, the final Cbill rewards for the attackers is multiplied by the number of trucks you get off the base, minimum of like 50% of your trucks.

Search and Destroy: Following a crashed dropship, the defending force(Guys off the dropship) are scattered about the map, maybe 2 mechs per little spawn point, no respawns for either side, and the attackers must go about finding the dropship forces. Attackers must secure the dropship and destroy all enemy forces....idk how this would work, a deathball would ensure victory prolly...

Base Secure: A Neutral base lays between both forces, primary objective, to capture and hold more of the objectives for longer...basically Conquest...but different. In the base there is Radar buildings, giving the securing side UAV benefits, multiple turret controls, prolly 4 for each quadrant of the base, the HQ Building, which offers the most secure points and the supply stores, this will give the side with the most secure points a Cbill/xp bonus at games end. 30 minute game mode. 4 respawns GO!





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