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Please Pgi, Use All The Maps And All The Mode In Cw


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#1 Will HellFire

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Posted 15 January 2015 - 01:36 AM

Just assign the first, last and middle zones of the planet as bases for invasion mode. The 4 areas between bases are assigned to skirmish, assault and conquest. Use all the maps you have.

If its a "hot" planet, use mostly Caustic, Tourmaline Therma and Sulfur, with maybe a bit of River or Crimson. If its a "cold" planet, use Frozen, Alpine, Borealis and Snow Colony, with the a bit of temperate maps there. If its a "temperate" planet use River, Crimson, Canyon, Colony and a third Invasion temperate map.

Have an assault just next to the invasions and skirmish and conquest between them. Make planet atackers drop first on a base, and have them attack adjacent zones from the zone they control. Counterattacks only on adjacent zones the defenders control.

The modes for the 11 zones would look like this:

Base-Assault-Skirmish-Conquest-Assault-Base-Assault-Conquest-Skirmish-Assault-Base

This is just a suggestion, things could be done interesting in oh so many other ways, but the fact is: Using all the maps and modes is only common sense, and using all the resources that it took years for you to create, so you can concentrate on creating content for the _Community_ aspects of CW.

I just cant understand the Invasion-only mentality for CW that seems to have infected PGI's brains. It absolutely makes no sense, people gets bored of CW fast and do not play it, making the whole experience for those who want to play painful (empty drops, long waiting times).

I think (beta or not) PGI should realize this CW is the LAST CHANCE thousands of players are giving to them to make a fun game. So many people dissapointed who left the game, now they come back for the oh-so-anticipated CW and find a half cooked mode with 2 maps, repetitive, unbalanced and with no consequence at all.

Most of this (repetition, unbalanced) could be solved just by adding the rest of maps and modes to CW. You have the backend to this in an afternoon (as per some dev thread explaining how the backend for CW works).

Edited by Will HellFire, 15 January 2015 - 01:38 AM.


#2 MadMaxMKII

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Posted 15 January 2015 - 01:51 AM

I like this idea.

#3 RustyBolts

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Posted 15 January 2015 - 03:58 AM

I had a similar idea.

View PostRustyBolts, on 13 January 2015 - 03:48 AM, said:


Not a mod, but I started this thread to discuss CW not IGP, Transverse etc.. If someone wants to discuss those items, show some courtesy by going somewhere else.



@Lord Aurel, I agree that CW needs more strategic options that are more complex. I am hoping that PGI does this by making planets matter other than "Oh Boy! My units name is on Butte Hold!".

But before that need to make the matches more challenging and varied. They could in take the current maps and modes and add them to CW.

Phase 1. Scout mode(current skirmish) Restrict this to lights and mediums. They land on a planet and find the enemy and kill them. Until you win Phase 1 you cannot proceed to phase 2.

Phase 2. Raid mode(Current conquest) restricted to lights, mediums and heavies. Land on the planet and attack key objectives such as ammo dumps, communication centers etc...Once you win phase 2 phase 3 opens.

Phase 3 planetary assault(current assault mode) Open to all mechs. Conquer the headquarters and planetary defenses.

Phase 4. Defend from a counter attack. (Current skirmish mode) Open to all mechs. Only objective is to kill all mechs.

Accomplish all phases in 24 hours and the planet is yours.
You can take the same token system and use it. Once a token hits 100% the next phase opens. This will give purpose to fighting all day instead of the last 2 hours.


#4 generalazure

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Posted 15 January 2015 - 04:22 AM

I agree, no point in not using maps you already have. Especially since I like most of them better than the CW maps so far =P

#5 Raggedyman

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Posted 15 January 2015 - 04:55 AM

Very much in support of this idea as it utilizes existing content to make something that has potential even better. Really hope that the above (or something like it) gets added in as part of the Beta program as CW is just to show it's full potential, only tease us with the possibility of what it could become.

#6 Rushyo

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Posted 15 January 2015 - 05:03 AM

View PostWill HellFire, on 15 January 2015 - 01:36 AM, said:

I think (beta or not) PGI should realize this CW is the LAST CHANCE thousands of players are giving to them to make a fun game. So many people dissapointed who left the game, now they come back for the oh-so-anticipated CW and find a half cooked mode with 2 maps, repetitive, unbalanced and with no consequence at all.


I've waited three years for them to do this. I'm not going to lose sleep over a 'beta' period. I've come back and I don't think CW is what I was hoping for (I'm sure many others feel the same way) but I feel strongly enough about that I'm prepared to wait for them to actually realise it and see if it's worth sticking around for.

People who are principled enough to avoid a game for years are probably consistent and patient enough to wait for a beta period to end.

Edited by Rushyo, 15 January 2015 - 05:03 AM.


#7 Jarl Dane

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Posted 15 January 2015 - 06:44 AM

I agree here. Add in all modes.

#8 wanderer

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Posted 15 January 2015 - 09:46 AM

Use the map assets for CW? Yes. Use the same modes as the public queue? No.

http://mwomercs.com/...ce-more-fights/

CW matches should be more than a single 'Mech per player, IMHO. And the effect one has on planetary conquest should decline as fewer 'Mechs are needed to do it.

#9 Will HellFire

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Posted 15 January 2015 - 11:29 PM

View Postwanderer, on 15 January 2015 - 09:46 AM, said:

CW matches should be more than a single 'Mech per player, IMHO.


I agree, thats why I was assuming the whole dropdeck concept including the Dropships in the regular maps. It maybe some are too small (there are arguments for and against this) but even so, they would need small modifications to work, like adding a muster point where Mechs are dropped.





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