

Community Warfare Feature Suggestion Thread
#61
Posted 12 December 2014 - 06:53 PM
#62
Posted 12 December 2014 - 06:54 PM
#63
Posted 12 December 2014 - 07:08 PM
Based off my own KRL and our holdings on the Planet Saiph at the Capital ....lol
Firebase Achillies 3: On an island, 3 miles away from the capital city, sits a large, walled in harbor/firebase type deal. Each side would start at the Capital city, right on the docks to the north and west of the city. The approach could be very deep water. Upon getting to the base, there is only 1 entrance, placed in a neutral position. JJ Are helpful in getting over the wall without going through the harbor. Inside is a large ODG, a number of various military buildings, large Battlemech hangars and even an underground tank storage facility. In the harbor would be a number of surface going warships in drydock. Securing the harbor could give w/e side access to one of the warships that would then fire at the other force. make the Walls destructible so that you can get in other ways besides bottlenecking in the harbor.
Mountain Radar Array: Good for current assault mode I guess..Atop a very large mountain sits a vast radar array, surrounded by walls, buildings and the like. The approach paths are a number of narrow canyons up the side of the mountain. Also, somewhere, could be a tunnel network inside the mountain that could lead right into the middle of the base, attackers would have to destroy a gate and contend with the turret defense network inside before its open....but once done, it would really give the defense something to worry about. Primary goal is to kill the radar, or capture it....w/e the attackers feel like doing.
Again, base off my odd KRL from the battles on Saiph
Highway 76 West: Good for Escort missions. Running right up the middle of the map is a pretty much straight, 6 lane highway. To the left and right is large slightly inclined grassy forested and heavy brush filled areas for which to ambush the defenders. Along the way there are a few tunnel networks running through a mountain, neither the attackers nor defenders can fit in it. This map overall would have very little cover besides raised areas of ground and the mountains with the tunnels in them.
Berenson Capital from my KRL again lol: Following months of bitter warfare, the capital city of this planet has been reduced to rubble and radiation. Its a large seriously bombed out city...think Caen after the bombers went through lol. then toss in some Hamburg and finally a Hiroshima...thats about how busted this city is.
All about the map is fires, buildings barely standing, firing positions inside burnt out hulks of once proud skyscrapers. Large craters all over the place. Right in the middle where the city capitol building once stood is now just a very large crater where the KRL dropped it's nuke, ending the battle for the city, the planet and annihilating all Cappellan forces defending it. There would be wrecked mechs about...ones that we cant pass through. The center of the map would result in radiation damage to mechs with breached armor pieces...kinda like a Planetside 2 painfield.
#64
Posted 12 December 2014 - 07:09 PM
#65
Posted 12 December 2014 - 09:31 PM
Grrzoot, on 12 December 2014 - 06:36 PM, said:
There should be reload stations, i shouldn't be penalized for staying alive and doing damage.
For simplicity sake i would make it back by the landing zone for the attacking team, forcing them out of the battle for a time as they go re-arm.
No repair
For the defenders perhaps more forward putting it in a place that requires them to move away from the objective. If you left it by the gun everyone would just camp the re-arm bay.
Give a time 30-45 seconds to make the choice of re-upping ammo vs. just ejecting and getting in a new shiny mech.
Create it but give it a choice, there is nothing more satisfying than living through an entire match and wreck face. But if i can't take a mech that i like for fear of bringing it at the wrong time or becoming a useless paperweight.
It is a clear disadvantage vs laser mechs with this type of protracted engagement and i think some effort should be made to equalize this without changing anything of the mechs themselves (more ammo per ton etc)
Thanks!
#66
Posted 12 December 2014 - 11:22 PM
Edited by MoonUnitBeta, 12 December 2014 - 11:22 PM.
#67
Posted 13 December 2014 - 12:10 AM
Katotonic, on 11 December 2014 - 09:22 PM, said:
3- To the right of the attack or defend symbol, a listing of x /12 players are in queue for a particular battle, it would make it MUCH easier to see where to join to fight. Think looking for a counterstrike sever to play on, join one near full.
4- A easy to see faction chat would be nice on the lower right to coordinate with other players.
5- Under play now you should have an option of PLAY NOW for community warfare for your faction, would be a quick way to get into a match
Thanks for the CW content let's hope it gets polished quickly
3-4-5 have my wholehearted support...
#68
Posted 13 December 2014 - 12:23 AM
Good morning, while you were asleep, you lost 5 planets.
If I cannot even defend the planet I just conquered, why conquer at all? Grind a little for C-Bills, master your mechs, screw CW. I sadly have no better idea on how to solve this, but as it stands right now, I do not really feel any strong motivation to invest time into that thing - sadly.
#69
Posted 13 December 2014 - 05:23 AM
Wulf1666, on 13 December 2014 - 04:15 AM, said:
I have played this game for a few months (think have 3k or so solo drops), I find it fun.
I was looking forward to CW and find it fun but there is no video explaining the Lore, how to navigate CW or even really mech history that I can find? How am I suppose to get mates interested if I have to show them the ins and outs of months of playtesting/research and picked up knowledge from watching streams, for basic aspects of the game?
In every other game I have played has given me the back story, from TT to Computer (In book form or a video), for this game I have nothing. I don't know what faction hates what?
The only research I have watched/seen is the first and only series of the cartoon.
However, if this is a serious franchise and is going to be a long term game, I would think would make tutorial for CW, video for the back story, and at least has more info on what faction is doing what in CW.
(I have played a few games in CW and is fun, but I just don't think I can get mates into it there is nothing supporting it???)
Just a plea, I like the game and what lore have figured out and I want it to succeed, just needs more.
#70
Posted 13 December 2014 - 05:36 AM
Kiiyor, on 13 December 2014 - 05:13 AM, said:
There needs to be an optional defender objective/s outside the gates. Perhaps a dropship beacon that can be destroyed, or an ECM screen that can be powered up.
If you complete the defender objective, it could add 10 seconds to the attacker's dropship rotation?
#71
Posted 13 December 2014 - 05:52 PM
Sybreed, on 13 December 2014 - 12:22 PM, said:
CAPTURABLE MECHLAB THAT REPLENISHES AMMO/REPAIR ARMOR
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Please add this to CW and it'll be more fun! Defenders need to split their forces, ammo dependent builds become more viable, but take a risk whenever they retreat to rearm.
#72
Posted 13 December 2014 - 05:55 PM
ShadowbaneX, on 13 December 2014 - 10:54 AM, said:
The numbers don't quite line up (60 vs 50 to 60:48) but it's pretty close. Perhaps there could be a little limitation on tonnage, so rather than just giving a flat additional 60 tons they get an extra 40 tons, so it'd be 280 tons to 240 tons for instance.
#73
Posted 13 December 2014 - 06:22 PM
First, the problem:
If a House/Clan has only a few group to participate in CW they are at a natural disadvantage, because they cannot attack or - even worse - not defend their planets because there are not enough people to defend the planets. Another point is, that a full organized 12-man group always has a noticeable advantage about smaller groups - not only because of the comm-problem, but also because of a certain strategy/setup a full 12-man can employ, which the pig-up-group can not.
So, what can we do about that?
Well, first we take the groups assigned to a certain faction. If we have for example a group of 30 players (lets call them "Potato Galaxy") they may have signed a contract with Clan Ghost-Bear and they are now added to the main queue. They can now chose one of 3 time zones they want to participate in and lets say, that that 30 people are capable of organizing a full 12-man group over the time of their time-zone.
We need a certain overhead (thats where the data comes in) to make sure, we have a certain 12-man multiplier. So if we say, that we need 1.7 people in a group to form a single 12-man group over the whole time, we end up with a full 12-man queue over the whole timezone-period with at least 21 people. I don't know the exact multiplier, but PGI may do some research about it. I'm just saying, 1.7 --- now, we take a unit and count their members. We divide those members by 1,7 and they get a full 12-man slot assigned for every 12 man remaining.
Example: We have 100 people in a "group".
100 / 1.7 = 58.8 (58)
58/12= 4.8
Now, if the value is between 0.75 and 1 of the closest multiplier, the unit can chose to take the lower or the upper value.
So at 4.8, the group can say: "Well, we do 5" (because we have > x.75) or they can say, they have 4, because they are may have a shallow activity baseline.
This is important, because the group will have a certain number of attack and defend slots based on that number in that time period they have chosen.
Now, we can say, that it should be possible to do 1 drop per hour, meaning, that if we have 5 slots for a full 12-man and a time window of for example 4 hours (or whatever margin the Devs chose), that unit *has* to drop 20 times a day.
Now we have a known number - which is good, because we can now build a game-mechanic on top of that. The values above are example by the way.
If a Unit has 20 drops a day, they can now say, that they defend 20 times, or attack 20 times, or defend 10 and attack 10. For a good midway, lets say we take 50/50, rounded towards defense. So in this case, we have 10 attack slots and 10 defense slots.
For the defense slots, another unit can freely "assign" an attack order on one of their planets and the group has to be ready to defend. Meaning: Any attacker can say: "Okay, I'm within the same timezone as you guys, I order an attack for 2 PM UTC" (The receiving side will see the exact time and planet on some sort of planning calendar for the day) You can issue an attack at least 1 hours before doing it, giving the defender enough time to prepare (yes, you can plan in cease-fire or before or 2 days ahead, should not matter)
What does this mean? Well, you can only attack a certain Clan/House based on their defense slots and you can only attack a certain number of times based on your attack slots.
This counts for 12-man groups.
I'm not sure how to build a system for non-12-man groups, but it may be the next iteration of my proposal or maybe the idea of someone who is reading this. This main reason for this proposal is, to not lose planets while you are asleep or working or whatever for a planet you just conquered and lose it again, because PUGs. (it may sound hard, but thats reality)
So... maybe some sort of "timezone map" or partial planetary occupation (if 3 time-zones, one planet is divided into 3 parts) or whatever intelligent we may come up.
So, to summarize. A House/Clan shall not be at a disadvantage (or advantage), if they do not have enough players just because of less popularity. This counts especially for mass-advantage or better: The absence of it at a certain time-zone. If nobody defends, its game over - no need to participate in CW in the first place, because its becoming pointless.
Edited by Túatha Dé Danann, 13 December 2014 - 06:31 PM.
#74
Posted 13 December 2014 - 07:04 PM
-PUG solo drop into wherever they can be used as filler to make wait times shorter. A 'near instant action' button.
-Pls, pls, pls give Katatonic a short tutorial on posting quotes and replying to them so the posts are readable.

-An electric shock delivered to all players who think that they should be able to mix clan with IS on their dropships,
-A reason for defenders to need to exit the gates, have more of an objective than defend the gun and base camp at the attackers spawn location. Also, give the attackers gun emplacements as well. It might be interesting to have locations on the map, that when they are held can deliver extra artillery onto the defenders. IE laser and missle emplacements in the attackers held area that if the defenders can disable, they will be able to hold their area more efficiently. If the missles are not taken out, they will rain missles on random locations on the defenders side.
-Start defenders out on the planet, without any dropship suppourt.
-A separate electric shock to all players who suggest that we should dumb CW down and make it more new player friendly. Sorry but if you haven't figured things out by this point, you should probably be playing another game. Stop crying about premades lording over Pug drops. War is hell. I am nearly 98% a solo dropper and no premade scares me, I will do battle with anyone. The more coordinated, the more of a challenge it is. STOP CRYING ABOUT IT.
-Give actual bonuses for holding certain planets.
-Make it easier to gain prestige in factions that contain less players.
-Make it so a simple zerg rush is not a viable option to win by requiring the big gun to be disabled AND a certain number of enemy destroyed. Half?
-Get particularly horrific battles put into the news.
-Allow players in a unit to fight as mercs when not with their unit. Seems silly to NEED to have permission from a unit leader to even participate.
Edited by Carcass23, 13 December 2014 - 07:20 PM.
#76
Posted 14 December 2014 - 12:27 AM
Hosting such a match is a waste of resources.
#77
Posted 14 December 2014 - 12:35 AM
#78
Posted 14 December 2014 - 12:43 AM
Suddenly attackers gain a strength they desperately need, defenders get to keep their turrets and are encouraged further to actually defend instead of attack spawns.
#79
Posted 14 December 2014 - 04:47 AM
Wolfgang2685, on 14 December 2014 - 12:43 AM, said:
Suddenly attackers gain a strength they desperately need, defenders get to keep their turrets and are encouraged further to actually defend instead of attack spawns.
I agree with this but I would take it a step further. Allow attackers to choose anywhere on the map to have their dropships drop. This would allow them to use them offensively (should they choose to) to great effect AND would simulate a "hot drop" from lore dropping on top of an enemy unit's head.
BUT...
Make dropships have hitpoints (and not too many so it is not overpowered) meaning a player can lose their dropship (and any mechs left on it if it goes down). This might require a tweak for defensive turrets to target them or perhaps dedicated Anti-air turrets that would ONLY target dropships but could be killed by mechs on the ground.
Edited by Katotonic, 14 December 2014 - 04:47 AM.
#80
Posted 14 December 2014 - 04:57 AM
Anarcho, on 14 December 2014 - 02:21 AM, said:
wtf?
Dagadegatto, on 14 December 2014 - 02:52 AM, said:
pwnface, on 14 December 2014 - 03:32 AM, said:
Anarcho, on 14 December 2014 - 03:36 AM, said:
I didnt know that, so yeah, than it makes sense. :/
Regarding the pugs and solos, so far Im seeing more mix of pugs than 12 man groups... actually didnt fight any 12 or 8 man group yet (around 15 matches?) plus, everyone have the right to play...
Satan n stuff, on 14 December 2014 - 03:41 AM, said:
Anarcho, on 14 December 2014 - 04:05 AM, said:
Edited by Katotonic, 14 December 2014 - 04:58 AM.
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