

A Rehash To Things You Would Like To See In Cw
#1
Posted 31 December 2014 - 06:18 AM
So what do you think CW needs? My own thoughts:
1) Faction Drops. You may play in a small group, or large. You may pug. But the option to have lobbies or something showing who in your faction is online and wanting to play would be a major bonus. So your main group you belong to has to work but hey look 8 other faction members you know are good are wanting to group? Would this help the 12 man top tier group vs noob pug stomp? Perhaps.
2) More maps or objectives. Attacking a gun is fun. But what about take the factory? Defend the Bridge or blow it up? Starport?
3) In game communications. When a 12 man group has team speak and a 12 man pug group is typing away its a recipe for a loss.
Just a few bubbling thoughts before I have to roll out for family duties.
Cheers
#2
Posted 31 December 2014 - 06:48 AM
I also agree with more objectives.
I think this mode should play a lot like mechcommander. the generators should be for turrets, gates, and base power.
Taking out the three generators total should wipe out the power grid, but I think 2 generators should shut off the turrets.
I think the Dropship ideas need work too. I don't agree with slower spawn times, but I do think the mechs should emerge from a hangar. This would do 2 things:
Firstly it gives a singular choke point for defenders, if doing well, attack could camp and prevent the defenders from rushing to defend, second, it could allow for a destructible item on the map (LOTS of HP) to wipe out reinforcements. If the hangar gets blown up, no more spawns for defense.
Attack options. Everyone loves explosions, and it would seem to me, that a base would have fuel and other things on the base which could be used to enact carnage on the defenders. blowing up a big power plant or fueling area could damage nearby mechs caught in the blast. This would make defenders less likely to want to tread near those areas, but would give them options if the opposition runs through too.
More maps is definitely a given, I hope there are more, a lot more coming.
I'd like to see counter attacking and hold territory done a bit differently,
the counter attack on a base shouldn't be to retake the gun. It doesn't seem likely to me that a faction would take a base, repair all the generators, and start using the cannon, especially in what is likely 30-60 mins of actual real world time.
I think all of the generators and everything else should be broken, but offense needs to kill everyone inside, This mode if the hangar was used would play similarly to the other mode but the hangar would be the main target. Destroying the hangar takes out reinforcements, and thus should allow the attacker a huge advantage at that point.
Granted these Ideas are complex, but I think they're doable.
I think this game needs a lobby similar to most xbox games where you get with a group and you play with them until they drop out, then at the next map vote (YES PLEASE ADD THIS) the matchmaker grabs more peeps and throws them in.
I think CW would benefit from a system similar to warframe with channels so players can communicate in the menus with other players. For instance you can private message a user, or talk to a channel called "LFG" where you say Hey, I'm a lonely catapult driver with a mini fridge and 6 lasers, can I haz game with a group? Group pm's you an invite.
Edited by Kilgorin Strom, 31 December 2014 - 06:54 AM.
#3
Posted 31 December 2014 - 06:50 AM
2) More game modes. Not assault, not skirmish, not conquest. Look at the most popular game modes from other games and copy those. Capture the Flag and Plant / Disarm Bomb are universal favourites and would be fairly easy to adapt to a Battletech setting.
3) Significant loyalty point rewards. Not cockpit items, not C-bills or GXP. Stuff that really makes you want to work towards a long term goal. Unique mech variants, unique camo patterns that can't be bought for MC, stuff that really makes people excited and shows other players your dedication and experience.
Edited by Alistair Winter, 31 December 2014 - 06:51 AM.
#4
Posted 31 December 2014 - 08:50 AM
* First Available Faction <insert IS or Clan depending on your banner>
* First Available House/Clan <insert House/Clan depending on your banner>
* Select Planet
#5
Posted 31 December 2014 - 08:55 AM
-Put out a turret power grid covered by a shield elsewhere on the map; take it out and the base turrets die.
-Throw up a comms tower somewhere that, when killed, increases the defenders dropship timing to 45 seconds instead of 30.
-Throw in the option of a tunnel somewhere that only SOME small light mechs could fit through
Right now there's an obvious "best strategy" for pretty much every game, regardless of skill. That's a huge problem.
#6
Posted 31 December 2014 - 02:20 PM
I would also like to see objectives more spread out, as well as spawn points.
#7
Posted 31 December 2014 - 03:39 PM
Units-> Mechs located in lances -> Lances located on planets -> Traveling to attack via jumpship and dropship.
#8
Posted 31 December 2014 - 04:38 PM
1 - Break up each planet into eleven zones. Battles to take a single zone occur during a specific two hour window. Put eleven colored hexes up in the planetary overview, red for attacker victories, blue for defender and white for zones not yet contested.
2 - Within that two hour window, each battle earns victors and losers a certain number of points. Successful invasion and counter attacks get 800 points. Successful defends and hold territories get 600 points. The loser of each of those battles earns 10 points for each of their opponents mechs they successful knock out of the fight (including ejections). Think of it as a way to simulate the loss of material to further continue the war effort. A successful invasion team that lost 40 mechs in the process would only claim a net gain of 400 points toward conquering the planet.
3 - The cycling of invade/defend and counter-attack/hold territory works as it currently does. But, defenders start each zone with a 1000-2000 point head start (conquering a planet is difficult). Ghost captures net a team 200 points only. It would take at least five ghost drops in a single zone to capture it without any defenders. This value can be increased if PGI determines that factions are trying to save planets by not defending. As new modes are added to CW, different point values can be assigned to the different victory conditions.
4 - In order to make sure there is always at least one planet in contention on each border, two cycles need to be created. Call them alpha and beta. Each cycle is 22 hours long with two ceasefires. The first simply breaks up the 6th zone battle into two waves. The second is consolidation time where the planet changes hands or not and the unit earning the most points during the campaign gets its tag applied. The alpha and beta cycles will be offset from each other by 12 hours. So alpha's first ceasefire is the consolidation ceasefire for beta and vice versa. That way, if a planet is already secured (at least 6 zones successfully won) in the alpha cycle, the beta cycle planet will still be undecided.
Pros:
Players throughout the world get to contribute to the taking and defending of a planet rather than just players online during the final two hours before ceasefire. It is even likely that some planets will be secured (sixth zone taken) during prime playing time for EU pilots.
Elite units/teams will contribute significantly more towards securing a planet because they will be compensated for their larger margins of victory (losing less mechs in winning). It is even possible that a few elite teams could defend or conquer a planet despite being outnumbered.
PUG/conglomerate teams have an incentive to fight well despite the likelihood that they will lose. They can make opponents pay for their wins and turn them into pyrrhic victories. Currently, one poor pilot can doom a team's chances of winning. In this system, there is still a way to contribute to the planetary campaign despite your current team's handicap.
Factions have more strategic choices at any one time. For example, should you sacrifice one early zone in the beta planet in order to free up your best units to take the deciding sixth zone on the alpha planet? Do you send waves of ghost captures onto your opponents beta planet in order to draw off one of their better units currently fighting on alpha? Do you ignore early ghost captures on beta knowing that your EU compatriots will be able to successful hold the planet in the later zones?
Cons:
Spawn camping and other dishonorable tactics are now incentivized.
There is the potential for some factions to conquer their opponents even faster on the galactic map due to there being on average 1 1/2 planets possibly changing hands per day.
Thoughts?
Edited by vandalhooch, 31 December 2014 - 04:41 PM.
#9
Posted 31 December 2014 - 11:21 PM
Planetside 2........but with mechs. MW:LL. MOAR RESPAWNS. Persistent battlefields. Having to drive 5minutes in a mech........ looking everywhere......reporting nothing......then bam spotting nme mechs.
As is we are playing COUNTER-STRIKE with mechs. Get with the program we should be playing Battlefield4/Planetside2 with mechs.
Planetside you can't take a tank when you want you got have points that refill with time. Battlfield is based on losing tickets opposing team loses all tickets game is over.
I'd like to see a hybrid of unlimited respawns, tonnage limitations that can swayed by pickups that up your tonnage limit and stations, I'd like to see rearm and repair stations, call in dropships. I'd like to be in a map that's 4 times big as alpine with a boreal invasion on each end.
I'd like to be able to retreat. I never want to see a FK out of bounds, EVER. Troops, tanks. Hell give us TROOP squad "consumables"...Or like a RTS you drop a barracks it churns out troops. they can do less damage then arty strike. Maybe as strong as 1mg when all troops shoot. You use a consumable and a Heli drops stroops to the location. They can even just setup a bunker and act like a weak-ass turret. Or they march in one direction like a uav with very negligible damage.
The gimmick of a planet just being a scoreboard of who won more fight here.......its going to wear off real quick.
#10
Posted 01 January 2015 - 12:18 AM
1) Incentives for Mercs' to sign on to factions, either signing bonus or loyalty point bonus (for factions that need the extra help)
2) No computer buffs' for 12 man teams
3) No computer buffs for Clan or IS
4) Ability of the drop ship commander to delay the drop in 30 sec intervals (this would be to allow some player’s time to get on the same VoIP before a match)
5) A popup or flag in the lobby that would say we are using team speak comstar drop ship 14 for this sortie
6) No more nerfing tactics (a tactic is a method or operation in the current game Mech to win the game) a tactic is not a cheat. For example if I fire my LRMs without lock like rockets as a form of suppressive fire don't change the LRM's
#11
Posted 01 January 2015 - 01:51 AM
Objectives spread about the map so we can move around instead of sitting like turrets shooting attackers as they walk through just a couple of narrow corridors.
Defender spawn hangars rather then dropships dropping 100% mechs on 50% mechs and the objective....
Buffing of the objectives to make up for the defense not being magically dropped right on the objective.
More objectives, rather then 1 gun and done, maybe some supply convoy missions, starport capture missions with multiple objectives that must be taken.
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