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

Balance Mode Maps

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#1 Bishop Steiner

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Posted 02 February 2015 - 07:50 PM

I enjoy the concept of CW. So this is not a "CW Suck, hurhurhur" thread.

The problem I have with it though, is two fold.

1) Maps.
Even at 1 map a month, it will take a very long time to produce enough maps to really flesh out CW.

2) Game Mode.
I like Invasion/Dropship. It's fun. But it becomes monotonous. CW basically is just variations of the same script.

Which may be fine for the UBerMetaMensch who are looking to test their skills against each other with no other variables..... but it get's dull for a goodly number of us, I would guess.

While I know you are working tirelessly to produce new maps and probably modes too, one would think a very easy and quick fix, would be simply to expand the focus of CW to include all the currently existing Maps and Game Modes.

Not only does it provide a boost, quick, but it encourages more people to consider CW, and would make it more appealing, I believe to small units and PUGs. And, logically, lorewise, it would make sense for there to be more types of battles on contested worlds, along with giving a better footprint for multiple units to be fighting on planet at once.

Even better, is you had talked in the Town Halls, about turning some of the smaller Closed Beta era maps into 8v8 training maps. But why not also allow them to be used for 8v8 small unit missions in CW? Not every battle is going to be for the planetary headquarters, or by regimental forces.

This would allow border worlds, and less crucial planets to be fought and contested by small units, allow for peripheral missions and battles on the major planets, and IMO, be an overall "Win/Win" for everyone.

Make the different Modes have different values toward the Planetary Meters, and place limits on them, so they don't get abused and ghost dropped. But perhaps even on some important worlds, these could act as gateways to getting to the main "Invasion".

Just my 2 ct on something that could really spice up CW, with minimal time and resources.

*Edit.... and the plot thickens
https://twitter.com/...459867412041728

Edited by Bishop Steiner, 02 February 2015 - 08:00 PM.


#2 Burktross

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Posted 02 February 2015 - 07:51 PM

+1 internet tonnage

#3 Johnny Z

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Posted 02 February 2015 - 07:52 PM

Ya it seems likely they will be adding some variation of the none star map, maps some time. Did that make sense? I dont care LOL

#4 Bishop Steiner

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Posted 02 February 2015 - 08:00 PM

well...that was fast
https://twitter.com/...459867412041728

#5 HavocReign

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Posted 02 February 2015 - 08:47 PM

Some of my ideas in this vein.

http://mwomercs.com/...ame-mode-ideas/

#6 CocoaJin

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Posted 03 February 2015 - 09:32 AM

I'd like to see some variation of current maps and modes from the public matches in CW. The current vanilla modes are a but un immersive since they all use pointless McGuffins as a motivator, the silly trailers and the capture points of seemingly non-value locales...plus they provide no dynamic benefits in game such as spawn/drop zone privileges or reductions, etc.

However they do it, it needs to feel like its for a purpose. Purpose on a tactical level there on the battlefield over the course of the battle, and in some cases, strategically on a large scale with respect to the war(besides just a win credit toward planet capture).

Edited by CocoaJin, 03 February 2015 - 09:48 AM.


#7 Oderint dum Metuant

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Posted 03 February 2015 - 10:01 AM

I don't understand why this wasn't done from the get go, even just at a bland place the base someone on current maps to begin with would have had a better experience than the same two maps over and over.

#8 0bsidion

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Posted 03 February 2015 - 11:05 AM

I had this thought too, but I'm sure they've already considered it. After all, with their limited development resources it would be crazy not to think about incorporating existing maps into CW. I hope we see the day when each planet has it's very own unique map set.

#9 CocoaJin

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Posted 03 February 2015 - 12:05 PM

Supposedly they are exploring the use of current public match maps, but it seems they will have to modify and expand them to fit the needs of CW matches...just dropping them in as is would appear to be off the table.

#10 Bishop Steiner

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Posted 03 February 2015 - 12:09 PM

View PostCocoaJin, on 03 February 2015 - 12:05 PM, said:

Supposedly they are exploring the use of current public match maps, but it seems they will have to modify and expand them to fit the needs of CW matches...just dropping them in as is would appear to be off the table.

a shame, because not every CW match needs be "epic", simply have "lesser" drops affect the global meter less. Also should be a set, finite number of drops allowed on each planet no matter the timing, and the tally should be based simply off of who has taken control of the higher percentage of said drops.

If the total number of drops is hit before reset, the planet simply goes to the unavailable queue, and forces get to/have to focus on other planets.

#11 MoonUnitBeta

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Posted 03 February 2015 - 12:12 PM

Throughout the day, some planets should receive "special events" either for the day or for an hour or two, which allows 4v4 or 8v8 on an old map and game mode.

I think it'd be really neat to bring the old maps and game modes into CW with a special twist on them like that, but still enable the use of dropships. Would be pretty fun! Those would be some long and strategic games.

I don't think 12 mans should have exclusive rights to the fastest drop times. It would be great to see support for smaller units, so they could seek out these special events and partake in CW in their own way with just as short wait times as 12 mans.

This would make all the "old" content relevant, it will give a fun new way to play (4v4, or 8v8), and it will give those smaller groups a chance to contribute to CW. Seeing support for smaller organized groups would be a really great thing to see. 12mans are great, but there's no reason we cant have meaningful smaller scale battles take place as well.


Also, there was some talk about PGI looking into a game mode that had one side defending a point, and the attackers had to claim that point, once they did, that became a new check point for them, and the defending team is spawned at a new checkpoint further back. I think the reference they used was Battlefield 4. I'm not sure what came of that.

#12 TripleEhBeef

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Posted 03 February 2015 - 12:14 PM

Set up a quick Raid mode for these maps, add another planet to the Attack/Defend sequence just for Raid, and you've got a quick and dirty update to CW.

Raid shouldn't flip planets, but give everyone in the victorious faction a nice LP payoff each ceasefire.

#13 Mystere

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Posted 03 February 2015 - 12:15 PM

Just take Alpine peaks, put the gauss cannon and generators somewhere in the H11-I13 area, the turrets on the uphill approaches, and forget about the gates.

The attackers will literally have an uphill battle on their hands.

#14 F4T 4L

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Posted 03 February 2015 - 12:18 PM

Yeah, since not everyone plays CW, some of us would prefer to see movement the other way, also.

Just saying.

#15 Mystere

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Posted 03 February 2015 - 12:20 PM

View PostBishop Steiner, on 03 February 2015 - 12:09 PM, said:

a shame, because not every CW match needs be "epic", simply have "lesser" drops affect the global meter less. Also should be a set, finite number of drops allowed on each planet no matter the timing, and the tally should be based simply off of who has taken control of the higher percentage of said drops.

If the total number of drops is hit before reset, the planet simply goes to the unavailable queue, and forces get to/have to focus on other planets.


I disagree. I much prefer the territory concept we currently have. It just needs to be less abstract than it is now (i.e. more modes than just "Invasion" and organized as a directed graph of planetary objectives/progress).

Also, I would rather do away with the ceasefires and just let planets flip automatically when all "territories" have been taken by the attackers. Just have the planet be immediately available for retaking.

#16 CocoaJin

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Posted 03 February 2015 - 12:41 PM

I'd agree with the ides of CW marches not being restrict to just 12vs12. There should be smaller MWO's that utilize 8vs8 and 4vs4.

Certainly the smaller maps for public matches could be thrown into the CW rotation and have them restricted to smaller team sizes...even if it meant they were deemed lower value objectives and contributed less toward capture credits.

I would think the whole 12man is a restriction PGI forced on themselves, there is no apparent reason for it that I can see. Variety is the spice of life and insures you create an inclusive environment for as much of your player base as possible. PGI needs to get out of the over focus on exclusive League style play...instead, focus on an immersive, dynamic, diverse and inclusive theater of war.

War is raged on various fronts, making use of a holistic approach to defeating the enemy. PGI needs to e-centralize the means of waging war, away from this monolithic, single track method of planet capture, away from only 12 man siege warfare. Allow small groups to get off the rails and mix it up, create a little chaos, run interference, lightening raids, probing attacks, interdiction, harassment, etc, etc.

#17 Bishop Steiner

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Posted 03 February 2015 - 12:52 PM

View PostTripleEhBeef, on 03 February 2015 - 12:14 PM, said:

Set up a quick Raid mode for these maps, add another planet to the Attack/Defend sequence just for Raid, and you've got a quick and dirty update to CW.

Raid shouldn't flip planets, but give everyone in the victorious faction a nice LP payoff each ceasefire.

I like that idea a lot. Find a way to have it impact the faction resources for the raided planet, perhaps, but not the actual ownership. That would be a lot of fun for smaller, lighter units.

View PostF4T 4L, on 03 February 2015 - 12:18 PM, said:

Yeah, since not everyone plays CW, some of us would prefer to see movement the other way, also.

Just saying.

that's fine, and I agree. Start a topic about it. This one is dealing with CW.

View PostMystere, on 03 February 2015 - 12:20 PM, said:


I disagree. I much prefer the territory concept we currently have. It just needs to be less abstract than it is now (i.e. more modes than just "Invasion" and organized as a directed graph of planetary objectives/progress).

Also, I would rather do away with the ceasefires and just let planets flip automatically when all "territories" have been taken by the attackers. Just have the planet be immediately available for retaking.

IMO, there should be longer windows between being allowed to retake, based on which neighboring planets are controlled. I get tired of this 1000 fights, all day every day, for the same basic planets. It takes time and resources to mount counterattacks.

Edited by Bishop Steiner, 03 February 2015 - 12:50 PM.


#18 Paul Inouye

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Posted 03 February 2015 - 01:47 PM

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.

#19 Bishop Steiner

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Posted 03 February 2015 - 01:49 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.

Awesome to hear Paul. Very Awesome. Seems like it would do wonders for immersion, and (hopefully) not be hugely resource intensive to accomplish. Will be looking forward to seeing what transpires, sir! Thanks for giving us some input!

#20 0bsidion

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Posted 03 February 2015 - 01:57 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.

I called it, in this very thread. I can be right sometimes! It's really the only practical way they can flesh out CW more given their limited resources, in a relatively short span of time.





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