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Russ, Please Consider Incorporating All Current Maps And Modes Into Cw?

Balance Mode Maps

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#21 Rebas Kradd

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Posted 03 February 2015 - 02:13 PM

View PostPaul Inouye, on 03 February 2015 - 01:47 PM, said:

This is on my drawing board. Not Russ'. :P And yes.. it's something we're investigating right now along with potentially new game modes.


If you posted more, people might see you as a source of dialogue like they do Russ.

#22 Paul Inouye

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Posted 03 February 2015 - 02:15 PM

View PostRebas Kradd, on 03 February 2015 - 02:13 PM, said:


If you posted more, people might see you as a source of dialogue like they do Russ.


If I posted more you wouldn't be getting new features. :)

#23 wanderer

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Posted 03 February 2015 - 02:16 PM

We need smaller scale CW anyway, so using smaller CW maps as a basis for these can give us options for either 4v4 or 8v8 CW play (I'd prefer 4v4, it's much more PUG-friendly).

Alpine would be the most easily adapted for 12-man CW, and Forest Colony/FC Snow for 4v4.

#24 Paul Inouye

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Posted 03 February 2015 - 02:17 PM

4v4 is the first drop size reduction I'm looking at.

#25 Rebas Kradd

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Posted 03 February 2015 - 02:19 PM

View PostPaul Inouye, on 03 February 2015 - 02:15 PM, said:


If I posted more you wouldn't be getting new features. :)


Oh, come on, Paul. Posts like your Solaris hint don't take long at all and get the community buzz going. That's hugely valuable. Why not be more transparent? It's frustrating when we're not sure where you're looking at, even if you can't give a deadline.

Excited about 4v4, by the way.

Edited by Rebas Kradd, 03 February 2015 - 02:19 PM.


#26 N0MAD

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Posted 03 February 2015 - 03:41 PM

View PostPaul Inouye, on 03 February 2015 - 01:47 PM, said:

This is on my drawing board. Not Russ'. :P And yes.. it's something we're investigating right now along with potentially new game modes.

If i was to tell the truth about what i think about this i would most likely get banned of forums..

#27 Impyrium

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Posted 03 February 2015 - 04:45 PM

While I'm sure the modes could be retrofitted to suit the more objective based CW, my problem is the maps. I really don't think the maps suit CW immersion wise. Most of them are small, arena style and don't feel like they accurately portray anything beyond a Solaris arena.

With some tweaks, sure, variety and diversity in CW is desperately needed. But I play CW to escape the highly restrictive style of normal queue play, so I would want to see some extra touches added to make it feel like you're actually landing in a war zone to compete against another company of 'Mechs.

#28 CMDR Sunset Shimmer

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Posted 03 February 2015 - 04:48 PM

We definately need new modes, possibly new modes that utilize old maps just to flesh things out a bit.

BUT, we really shouldn't be looking to use any of the current modes [outside of invasion] for CW. The reason's are two fold.

1)We have been playing Skirmish, Assault, and Conquest for over 3 years, and these three modes have engendered a stagnation in the overall way players think about dealing with the gamemodes. I'd rather not see the same arena shooter modes invade CW, and you should not want that either.

2) the only mode really suitable for CW, would be Conquest, as Assault and Skirmish are simply TDM modes [Assault basically turns into Skirmish most of the time.]

These two reasons are not really the fault of the devs, as much as they are the fault of the playerbase for refusing to play the objectives, and instead focusing on kills [though this IS reinforced by the devs not rewarding enough for playing the objective part of the mission.]

Now, that's not to say there's not some maps that would work for CW... Alpine, Frozen City, Caustic Valley, Viridian Bog, Tormaline Desert... All maps that are either big enough, or tweakable enough to be easily tweaked for quick additions into CW.

Modes are another issue, and we do sorely need new CW modes. I'd love to see a couple like:

Capture the Supplies: In this mode, there's a raiding faction, and a defending faction. The raiding faction must attack a supply depot/cache under control of the defenders. A mech with Hand Accatuators must be utilized in order to capture a stock of supplies, then return them to the attackers dropzone. Defenders must protect said supplies. [Supply bases could be spread across the map, or a singular point.]

Conquest Large: Essentially conquest, but with a bit of a bigger bent to it... bases are under contention, and once a team captures a base, it brings a small contingent of base defenses online, the objective is to capture the most bases and hold them until the proper resources are gained. this would require some bigger custom maps, but would be worth it [was one of my favorite modes in MWLL really]

Capture the Flag. 1 or 2 flag variants would work for this, again a mech with hand accatuators would be required to capture the flag. the objective is to return the flag to your base 3 times in the event of a single flag game, or once in the event of 2 flags on site. [meaning each base houses their respective flag]

One of the things I really want to see is giving mechs with hand actuators a reason to use them, seeing as how clan mechs can choose to have, or remove these parts in many cases, it would be interesting to give them actual functionality. As well as expanding the given modes and maps available in a relatively quick manner.

Edited by Flash Frame, 03 February 2015 - 04:54 PM.


#29 MeiSooHaityu

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Posted 03 February 2015 - 06:20 PM

Sounds great to me Bishop.

I've always been a fan of integrating games like a assault or Conquest into CW. They are the equivalent of front line skirmishes and raids. Gives the PUGs a way of feeling like they are contributing towards the defense or attack of a planet.

Since PUGs tend to be more random, uncoordinated, or serious from time to time, the weight of the PUG battles would be weighted less than the group Invasion mode (Invasion contributes 85% to a planets outcome and PUG queue contributes 15%). It still means the PUG battles could make the difference if Invasion is close. Just drop the ELO. If ELO pushes towards 50/50 Win/Loss it will defeat the purpose IMO.

I think something like this is a good start. I know Bishop and I talked about this in another thread.

BTW, it may also encourage more PUGs to join groups if they like the PUG aspect of CW, but want to contribute more.

#30 Impyrium

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Posted 03 February 2015 - 06:42 PM

I'd really love to see convoy raid/escort missions, or a larger scale conquest mission or supply raid as Flash Frame suggested (though perhaps not a capture the flag, that doesn't really make sense as a MechWarrior mission :P ). Either way I guess we'll see it expanded over the year.

#31 CocoaJin

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Posted 03 February 2015 - 06:44 PM

View PostPaul Inouye, on 03 February 2015 - 01:47 PM, said:

This is on my drawing board. Not Russ'. :P And yes.. it's something we're investigating right now along with potentially new game modes.


It's Paul! We miss you Paul, come talk to us more!...or just me, forget about everybody else :P

#32 CocoaJin

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Posted 03 February 2015 - 07:03 PM

I'd like to see scenarios where matches pop off with asymmetrical teams. If an attack/raid/supply interdiction is triggered by a team and fewer opposing players queue to defend within the alotted time, then the matches starts as is. It might be 3vs4 or 2vs8...so be it, a desperate defense is better than none at all.

If a there is a 4vs4 or 8vs8 match and the attackers are willing to drop with less than team limit, then so be it...they run the risk of being met with a larger defending force....though this might need to be limited to non-capture matches.

Edited by CocoaJin, 03 February 2015 - 07:03 PM.


#33 Bishop Steiner

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Posted 03 February 2015 - 07:42 PM

View PostAUSwarrior24, on 03 February 2015 - 06:42 PM, said:

I'd really love to see convoy raid/escort missions, or a larger scale conquest mission or supply raid as Flash Frame suggested (though perhaps not a capture the flag, that doesn't really make sense as a MechWarrior mission :P ). Either way I guess we'll see it expanded over the year.

Yes, as would we all. What I am suggesting is hardly all inclusive or the end all be all, but a way to improve the current CW experience exponentially, for minimal resource investment, while they work on adding all the other ideas.

Adding the existing modes and maps ain't perfect, but it would be a huge step up from 3 maps, same mode, all the time, until they can fully flesh it out the rest of the way.

As is usually the case with my suggestions, I try to base them more on the easily feasible with current resources more than the "Ideal what I really really want", ya know, bro?

#34 Impyrium

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Posted 03 February 2015 - 08:25 PM

View PostBishop Steiner, on 03 February 2015 - 07:42 PM, said:

Yes, as would we all. What I am suggesting is hardly all inclusive or the end all be all, but a way to improve the current CW experience exponentially, for minimal resource investment, while they work on adding all the other ideas.

Adding the existing modes and maps ain't perfect, but it would be a huge step up from 3 maps, same mode, all the time, until they can fully flesh it out the rest of the way.

As is usually the case with my suggestions, I try to base them more on the easily feasible with current resources more than the "Ideal what I really really want", ya know, bro?


No, I getcha, I guess I'm just super picky with this sort of stuff. :P

#35 TygerLily

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Posted 04 February 2015 - 10:00 AM

I think 4v4 is the way they want to go because they can either be hosting 12 v 12 or three games of 4v4 (as opposed to 8's where you have 12's, 8's + 4s, and three by 4's)...ie, it still uses up their server space efficiently.

As far as tying in current maps/modes, I tried to suggest winning games in the group and solo queues accrue "Campaign Points" that appropriately leveled Loyalists could use to declare an attack on the CW map. More details here if interested in the idea.

I wanted to also throw my idea for a mode into the ring. I uses the larger current maps and dropship mode.

#36 bobF

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Posted 04 February 2015 - 10:07 AM

Glad to see some in the community are finally getting up to speed and posting support for ideas presented weeks ago. GJ people.

And yes, you devs needs to post HERE more, in your actual official forums. If making short responses and taking a few minutes to read what's here does genuinely disrupt your workflow so much that you can't release new features, then you have much more significant problems than game modes in CW. Most of us here in the professional working world have to contend with many channels of communication at the same time as working on projects, developers are not some magic exception. Stop copping out of communication except on twitter to a handful of community bootlickers. Thanks.

Edited by bobF, 04 February 2015 - 10:10 AM.


#37 Jman5

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Posted 04 February 2015 - 10:11 AM

Looking forward to hearing more about 4v4. There have been some 4v4 leagues in the past and they were a real blast.

I wonder if it would be possible for the outcome of the 4v4 to impact one of the larger 12v12 games. So if Wolf wins their 4v4, one of the matches on that planet gives a 12 man wolf team a small advantage. Perhaps a 1-time 50% ammo resupply option.

#38 wanderer

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Posted 04 February 2015 - 10:15 AM

I don't think transplanting public queue modes directly into CW is a good idea. Solo/group queue has it's modes, those are fun, leave them there.

But do build things around a 4v4 mode. Funny thing- the average human mind really only can actively track 3-4 things at a time simultaneously- past that, it gets tougher and tougher to see "the big picture". Scaling down to that is likely the best thing that can happen for PUG play since MWO started- at 8v8, we were seeing the prequel to the 12v12 team vs. PUG nightmares, and a smaller mode should have the opposite effect- it's easier to keep the "team" together in those numbers. The old 8v8 scale maps with added bits for CW play should do nicely.

#39 MauttyKoray

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Posted 04 February 2015 - 02:29 PM

View PostCocoaJin, on 03 February 2015 - 07:03 PM, said:

I'd like to see scenarios where matches pop off with asymmetrical teams. If an attack/raid/supply interdiction is triggered by a team and fewer opposing players queue to defend within the alotted time, then the matches starts as is. It might be 3vs4 or 2vs8...so be it, a desperate defense is better than none at all.

If a there is a 4vs4 or 8vs8 match and the attackers are willing to drop with less than team limit, then so be it...they run the risk of being met with a larger defending force....though this might need to be limited to non-capture matches.

With lowered/stock armor, heatcap, and ammunition this would be neat and fun cause a player could potentially take out an enemy mech, two, or three themselves... However as it is, its pretty impossible especially if there are fewer defenders, as the attackers could just go for the objective without worrying about dying in time.

#40 CocoaJin

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Posted 04 February 2015 - 04:29 PM

With logistics added in game, it might worth it to field a small defense to contribute to enemy attrition.





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