Jump to content

Idea To Add Jump Ships And Star Lanes


2 replies to this topic

#1 Davegt27

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,086 posts
  • LocationCO

Posted 09 January 2015 - 11:38 PM

sent this to the Dev's back in Dec (it probably got deleted)

Quote

Sent 14 December 2014 - 06:58 PM
I knew this was going to happen

I have only been around since June but based on the amount of crying on the forums there is nothing PGI could make or do that would make people happy

I had asked in several threads what is your idea of CW what do you want to see
I never received an answer.

But let’s over look all that and offer a few suggestions

1) Star lanes' or Jump corridors these would be like railroad tracks to different star systems connecting the inner sphere planets this would facilitate a sort of island hopping campaign

[color="#b27204"]http://en.wikipedia....gging_(strategy[/color])

basically how it would work is you click on the faction and you see the inner sphere map, click again and you see red connecting lines between the star systems (sort of like a rail line with major and minor lines connecting them) this would give a logical step by step of an invasion corridor.

2) Jump ship recharge time its illogical to expect after you take a planet that the opposing force can retake it right back. The gathering of forces and the Jump time to that system would dictate when you could try to take or take back a planet

For example we have been fighting over turtle Bay you have seven days of fighting whoever is on top at the end of seven days gets that planet for a certain amount of days (I picked 7 because some people can only play on weekends)

More on Jumping from system to system you can bypass major jump points but it will cost you in time this is to encourage a system be system campaign

This is also the major reason why battles are fought along territorial fronts also major star systems give greater rewards

Skirmish/spy/harassment, missions: this is where the other maps come into play
your unit receives orders for a spy mission location HPG manifold location (space) you go as a smaller unit and fight 12V12 or smaller you win you get a C-bill bonus and your faction gets reduced jump drive time

Faction heads, group and unit leaders: the faction head (or leader) decides the general direction of the campaign (I recommend PGI that way they can enhance game play)

Group or major unit leaders they decide by vote (would take coordination) which planet in there invasion corridor they want to attack. Basically you receive orders from PGI (faction head) these are the planets up for attack or defense the major unit leaders say yes or no

Minor units or mercenaries/loyalists/pugs etc., they are under contract to major units they go where they are told they cannot decide which planets get attacked just if they want to be part of the attack or defense.

Not very well written but I hope you get the idea

Davegt27


#2 Alistair Winter

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 10,823 posts
  • LocationBergen, Norway, FRR

Posted 10 January 2015 - 06:34 AM

PGI did talk about introducing logistics, which is why units have unit coffers. But right now, unit coffers are like buying gift cards for stores that don't exist yet. You can invest money in them, but you can't get it back and you have nothing to spend it on. It's not like units can use the unit coffers to help out their members, as in other games. That would, apparently, be a bad thing.

I expect the implementation of logistics to be extremely minimalistic in CW, because I don't see PGI spending a lot of effort on something like this. It will probably implemented in the form of an expense for every attack, so if you want to attack a new planet, you pay 50,000 C-bills per mech. For a 12-man group, maybe its' 48 x 50,000 C-bills. And then buying dropships would reduce that cost or eliminate it, depending on the size of your dropship.

The coolest thing would to implement the dropship as actual units in the game, with the following characteristics:
  • Owning a dropship gives you more freedom to attack different planets in proximity to your faction.
  • Upgrading a dropship from Leopard class to Talon class dropship or whatever would change the in-game model. Upgraded dropships would have better weapons.
  • Upgrading a dropship would be necessary to fight on planets with higher drop deck limits. Important planets might have a 280 or 320 ton drop deck limit, and would require upgraded dropships.
  • Each dropship owned by a unit would only be available to one unit group at a time, regardless of whether it was a 4-man group or a full 12-man.
But it's probably just going to be a way to buy yourself free from an arbitrary "dropship tax", with no-ingame consequences.

#3 Davegt27

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,086 posts
  • LocationCO

Posted 10 January 2015 - 07:52 AM

I like your idea but I would have to drill down to get to the core of the problem and its really not big problem but things could be better

Right now every Mech in the game has close to the same value

I have seen a single light take down a big expensive assault Mech so why even have an assault Mech

In CW assault and medium mechs have little value most times I take 3 lights and 1 heavy in my drop deck
There is little reason to upgrade my drop ship because I don't need assault mechs

In an effort to make everyone happy they made assaults week and lights powerful this formula works but only using expensive computerized balancing

So we get to the fork in the road one direction is the solo queue method with its computerized balancing
Or hard core TT game style but played on a PC






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users