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Planet Occupation Too Easy.


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#21 Nightmare1

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Posted 12 March 2015 - 10:26 AM

View PostHyper99, on 12 March 2015 - 07:47 AM, said:

IE their mechs are locked to that planet for, say, 7 days. It does not mean that the players cannot select a new deck and go defend or attack. Just their first deck is locked (equipment included).


Emphasis mine.

View PostHyper99, on 12 March 2015 - 10:06 AM, said:

Don't see why you'd need one. Just your mechs already used would be locked...and only owned mechs can be locked...?


Going off your OP I quoted above, the impression I got was that you were suggesting this based on multiple Drop Decks. Thus your reference to "New Deck" and "First Deck."

If you only meant the Mechs from the Drop Deck, then you may want to edit your OP to be more explicit. Regardless, PGI does need to give us additional decks to speed up turnaround in between matches.

#22 YCSLiesmith

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Posted 12 March 2015 - 10:58 AM

View PostHyper99, on 12 March 2015 - 08:19 AM, said:

Clearly my idea has offended you and I aplogize for that. I personally do not care what happens to a faction. I am wary of CW becoming a blunder by which factions disappear before the 3rd inning. For a seriously competitive player this is of course going to make a lot of people upset - limitations always do. Trust me I don't even have half a decent drop deck this would have serious adverse effects on my ability in CW. I'm more concerned, no, convinced that CW is at a major hurdle in terms of balance.


oh no im not offended at all, I just think it's a terrible idea that can't be implemented well and would be a disservice to the players.

#23 Ultra-Laser

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Posted 12 March 2015 - 01:48 PM

I agree that planets flip way too quickly the way CW is set of now. I think that plaents should take days, maybe even a week or two to frully flip. With varying states of being secured, controlled, and contested to convey what stade the invasion is at. I'm fully on board with what you're trying to do.

Which is why I disagree with it, very strongly. Your proposed solution not only fails to get too the heart of the problem. Not only that but it also makes the very issue you're trying to solve much, much worse then it already is, especially for factions with multiple fronts such as the FRR.

If you're the attacker and you win a match on attack your mechs get locked to that planet for a week (and you freaking better have meant an arbatrairy in-game increment representing a week instead of an RL one because holy **** **** that) then if a planet you control comes under attack you cannot shift your forces to defend it. Even if you have loads of mechs you'll only get to redeploy your forces for so long before you've locked yourself out of any of your mechs because they need to stand around and bully some peasents or something. Meanwhile the "loosing" team's faction can just counter-attack/ghost counter-attack for however many ticks it takes to get the planet back with no penalty at all.

You've managed to devise a system where attacking ties up so much of one factions collective recources for so long that it's crazy to be the side who throws the first punch in a given attack phase. How does a system that so heavily favors the defender work out if one side, especially one facing multiple attackers, can only barely scrape enough attackers together to take one planet if it means their sure to loose several more? Their not going to bother with attack that's what, their only going to bother trying to hold on to what planets they have left, but if things go poorly for them just once then the downward spiral starts. If they try to take a planet out of enemy hands then they know they'll see their boarders shrink that much faster.

The idea that there could/should be some mechanic to represent planetairy resistance is a grand one, but the idea you present has such fundamental problems that anyting resembleing it would be superlatively unplayable. The FRR is already surrounded and outnumbered, please to not say they should be penalized for fighting back in an attempt to "fix" the invaders.

View PostHyper99, on 12 March 2015 - 08:19 AM, said:

Clearly my idea has offended you and I aplogize for that. I personally do not care what happens to a faction. I am wary of CW becoming a blunder by which factions disappear before the 3rd inning. For a seriously competitive player this is of course going to make a lot of people upset - limitations always do. Trust me I don't even have half a decent drop deck this would have serious adverse effects on my ability in CW. I'm more concerned, no, convinced that CW is at a major hurdle in terms of balance.


Are you suggesting that he's "upset" because he pointed out that your idea would horribly hamstring anyone who actually wanted to see their faction expand? Or that he hates your idea because he's a "competative player" and "competative players" hate the idea of having their favorite OP cheesebuild toy taken away? Because OP builds and unbalcenced gameplay and have not the dammdest thing to do with what you're proposing. This is not a discussion about how one mech, weapon or build is over or underpowered or how this or that favors them or us. This is about something that determines how each and every player experiences community warfare. Please do not dismiss his assesment because he's "a tryhard" who only cares about winning and can't understand how the typical, everyday player dosn't live his life around a W/L ratio.

#24 YCSLiesmith

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Posted 13 March 2015 - 09:57 AM

yeah if anything the proposed changes would favor the itemboy whales and tryhards, the people who would get screwed are the guys who barely have four or five mechs that can be competitive on CW.

look at the current trial mech setup. how many could you bring to a serious game? How many don't waste tonnage and hardpoints on garbage? The banshee with six large lasers. I think thats it as far as IS mechs are concerned. so if you're new/poor and have only four mechs with decent engines in them and they're tied up on another world, you're bringing three garbage mechs and an admittedly cool mech (that still doesn't compete with the top tiers in quirks, hardpoint placements, and hitboxes)

Edited by YCSLiesmith, 13 March 2015 - 09:57 AM.






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