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Mad Rambling About Cw-Ideas

Gameplay

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#1 332Balu

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Posted 11 January 2015 - 07:10 AM

TL:DR bigger maps, one continous fight per planet. Drops occur every X-minutes, no matchmaking beforehand, just one simply queue. To capture a base, attack it, then defend it for a long period, then it is you base.

Hello everybody,

so far i've been enjoing CW quite a lot, despite of the problems it currently has. I don't want to talk about balancing CLANS vs. IS here, because in my opinion, if you you find out the other side is better in one aspect, just don't let them use this advantage. (don't let the clans snipe you to death, hide or get up close). But there is one issue with the gameplay. It is still a lot of fun, but the main problems i observed either for myself or through the forums. The biggest seems to be Zerg-Rushes, PUG vs premade and the long waiting queues. So, instead of whining all day, i came up with a new gameplay style which adresses these issues (at least some of it). I don't know if somebody from PGI actually reads this, but i continue rambling anyway.

First, implement bigger maps. And i mean about 4-5 times the size, so it would take approx. 10 minutes to cross the map in a medium fast mech. Then, increase the player size to samething larger, maybe 32 vs 32. And last, have only one or two matches per Planet.

For the gameplay itself: Get rid of the different matches. On per planet with attack corridors, continously running, until it is decided. In these big maps, have different bases, which also serve as drop points. To win the attackers have to conquer all the bases, the defenders would have to Hold all the Bases for a preset amount of hours before the Attack has failed.

Capturing bases would be separated into two phases. First, the attackes have to get rid of one infrastructure building which allows the defenders to drop inside the base. After this is destroyed, the attackes would have to hold the base long enough to enable some technicians to actually capture it.(30 Minutes, protect a convoy, lots of gameplay possibilities there). During this time, it is also possible for the defenders to do the same, capturing it back, although they are not able to drop inside the base anymore. After the base is captured by the attackers, they can drop inside the base. If the defenders want it back, the have to destroy the infrastructure, then hold it.

For dropping in and out:
There would be a dropship shuttle service towards the different drop zones. Players who want to join select everything, and then wait for an open place in a dropship. Thats your queue. No pre-, ghost- or something queue. Except for some minor balancing issues. Only take one light, one medium, on heavy and one assault per drop or alternate someting. Units would be dropped fairly close together (timing-wise), because the would enter the drop-queue together.
If there are more attackers or more defenders, it would not matter, because they would be dropped anyhow, Even if this would mean something like a 15-0 match. But, because you would need about 1 hr or so to capture a base, and could only capture one at a time, an unopposed attack would still need about a day before a planet is turned, plenty of time to find opposition.

Last thing we need is some kind of easy voice communication inside the match.

For balancing, there are lots of possibilities. Make the drop-rate depended on other factors. The smaller the territitory of a faction, the faster the drops would occur. Make it dependend on other global stuff.


Again, just some mad rambling with my personal ideas, i have no idea how hard it would be to implement them. Also, i am not demanding anything from PGI. It is their game, they design it how they want it to be. This is just how i think it would be the best expierience possible for everybody.

Thanks for reading.

Edited by ccik, 11 January 2015 - 09:49 AM.


#2 Joseph Mallan

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Posted 11 January 2015 - 10:18 AM

You had me at TL:DR!

Seriously I liked the idea! :D

#3 Davers

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Posted 11 January 2015 - 02:11 PM

That would involve major changes to how the entire game was designed. I don't think PGI is going to entirely restructure everything at this point. But I do think many people expected CW to be as you described.

#4 DoctorDetroit

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Posted 11 January 2015 - 05:39 PM

No more maps with walls. They are lame. Make the center points like bridges over deeper canyons/rivers for future maps.

Add underground mining tunnels as alternate ways to breach the enemy "base" ... or counter attack/scout out from.

Remove gate turrets in favor of 1 or 2 heavier auto-cannon emplacements that can be captured by the attackers!
Auto cannons turrets can be knocked out, but reactivated with a mech capture point.





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