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Cw Is An Abject Failure


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#21 Anjian

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Posted 26 March 2015 - 08:47 PM

I love CW. I spend more of my MWO time with it. Except on ceasefire, then I go back to the public queue and level my Resistance pack mechs.

However I do believe that at its current state, its not going to be successful although it is progessing admirably. It needs to offer more than corridor blob tactics, and maps might have to be redesigned.

#22 S204STi

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Posted 26 March 2015 - 08:59 PM

Even in it's imperfect state, it's still a ton of fun to join a faction, find a unit to play with, and drop with 11 friends. I dig the Mariks I drop with, all cool cats.

#23 MoonUnitBeta

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Posted 26 March 2015 - 09:01 PM

View PostJudah Kardaan, on 26 March 2015 - 07:45 PM, said:


Or we could just go back to Mechwarrior: Living Legends where we actually had tournaments that did this kind of stuff.
We had bigger maps, more mechs, battle armor, aerospace, vtols, tanks, hovercraft, apcs and better game modes. Even then 16v16 (!!!!) deathmatch mode was far better than the nonsense that we have here. The maps were varied and fun and had quirks like low gravity, water, space and dynamic time of day.

People told me to wait until MW:O had more time. Well, they've had money and time and LL is still better.

Yes, a lot of that is MW:LL inspired, and also from Planetside 2 as well.

I think mechwarrior games are always about performing missions, in vast areas. I'd like there to have been contracts, and scripted events that appear on planets. Merc units get Merc contracts. Units receive lore based missions. These missions would take place on planets that aren't adjacent to faction borders (or are, just ones that aren't contested).

Contracts would be kind of the "single player" experience. Where you sign on as a lone wolf, and you're given your first contract: "Go to this planet, and find X. You must destroy him by taking out his legs only. His mech systems contain valuable information, and we must retrieve this." And thus begins your journey to learning about Inner sphere (or clans) and the whole reason behind why there's Community warfare in the first place.

Merc Contracts. Your unit can choose to align themselves with either Clans or Inner Sphere. You can accept contracts from various houses, but they have their conditions. Such as "By accepting this contract, you cannot participate in any Liao contracts for 3 days.". And by accepting that contract, it (behind the scenes) spurs on Marik or someone who gives you a contract to instead of following through on their contract, you must spy for information, and then sabatoge the mission. You also earn loyalty points as a merc unit, and more loyalty points awards you with higher paying, and more frequent and various contracts. Once accepted, you must complete them. You're allowed to accept a total of 3 contracts at a time (from any house). If you accept one contract, and accept another contract that requires you to fail a contract, then when you choose what you want to follow, it would remove both contracts, but ultimately you would lose loyalty points with the contract you sabotaged or ignored.


These kinds of things would all take place outside of fighting on planet servers. Your unit would have a "Bulletin" section, where all the contracts are posted. You then can accept them, and some may require that you bring a team of 4 players from your unit. And now you're playing a co-op mission and holy crap doesn't this sound awesome?

Loyalty Units have a specific tie with what contracts are out there, and which ones are accepted. I imagine it working some what to what we have now, with the warning in the bottom left "So and So Unit is attempting to destroy your facilities on X planet.". So instead of fighting against AI, you could end up fighting against real people on your missions.
An additional bonus is that if your Faction is aligned by lore to another faction, you might also know that the people who are attacking you, also accepted a contract from another faction to sabotage the mission.
Apart from that, Loyalty units receive lore based contracts. So (i'm not in-touch with the lore, but lets pretend I do) Liao house requires you to go to a Davion planet and kill a certain someone. Or board a dropship on a Davion planet that emergency landed, and the crew has been evacuated temporarily, and this is your chance to land on that planet, and take the drop ship. (I don't know, I'm not a lore guru, so this part is bleh.) But I think you know what I mean.

Edited by MoonUnitBeta, 26 March 2015 - 09:05 PM.


#24 _Comrade_

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Posted 26 March 2015 - 09:17 PM

View PostNathan K, on 26 March 2015 - 07:50 PM, said:


Where the **** have you been for the past two years?


Well i am a founder so obviously i was here. But CW is only a few months old bro, so what does past two years have to do with anything

#25 Stoned Prophet

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Posted 26 March 2015 - 09:24 PM

View PostGrimmjow, on 26 March 2015 - 05:57 PM, said:

Community warfare is an abject failure. It's time to go back to the drawing board with it.

Is there even any changes that could be made to improve it?

I cant wait for your game to come out.

#26 Czarr

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Posted 26 March 2015 - 09:28 PM

The best thing that can happen to mechwarrior right now, EA buys out PGI, EA then decides to build mechwarrior on the frost bite engine like the BF and Star wars BF games. New Mech game with better graphics, destructible enivornments (which btw the mehwarrior 5 game which was canceled cause PGI couldn't find a developer to finance them was suppose to have destructible environments) and more fluid controls and vehicle options

Edited by Czarr, 26 March 2015 - 09:28 PM.


#27 Uncle Totty

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Posted 26 March 2015 - 09:37 PM

View PostGrimwill, on 26 March 2015 - 09:17 PM, said:


Well i am a founder so obviously i was here. But CW is only a few months old bro, so what does past two years have to do with anything


It should be older. <_<

#28 Augustus Martelus II

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Posted 26 March 2015 - 09:43 PM

You know what guys....I miss MWLL....been over 2 weeks that i don t play MWO...still don't know when i ll come back.

If at least MWLL could have more player playing it...i was truly feeling the Battletech universe there.

MWO is good but missing a lot that MWLL have.

MWO i just feel getting better statistics...i already have a k/d ratio of 4.49....and keep going up. Lol people who did see me how i go berserk on a battlefield know me ;)

Edited by Augustus Martelus II, 26 March 2015 - 09:44 PM.


#29 crustydog

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Posted 26 March 2015 - 09:58 PM

CW is NOT an abject failure - we have certainly learned a lot about how not to do it.

CW seems a bit stalled - 4 maps, exactly the same mission, very limited, choked combat. Lots of unintended side effects, like zone camping, zerg rushing and pug slaughter. Wait times, Boom Bust economic effects. Lots of very unhappy players.

I hate the maps.

On the upside, the dropship thing sort of works, the extended game with replacement mechs works, the need to develop an extended team strategy thing is happening.... strategy and tactics continue to evolve over time. Players learn new tricks as they go. Teamwork clearly outweighs the tech disparities. If anything, we definitely need more drop commanders with skills.


Developing a decent drop deck takes a lot of thought and planning for newer players, it doesn't just happen overnight.

Developing effective team strategies is enhanced by input from experienced players.


Overall I see a lot of stuff worth keeping, but also a lot of stuff that needs to go. Looking forward to an expanded and evolved vision of CW in the future.

#30 Thorn Hallis

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Posted 26 March 2015 - 10:10 PM

With the limited resources at hand, I don't see any big changes happen to CW anytime soon.

#31 Kjudoon

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Posted 27 March 2015 - 01:54 AM

View PostMoonUnitBeta, on 26 March 2015 - 06:33 PM, said:

>snip great ideas<


I'd love to see something like this implemented.

The catch is that's a different game than what PGI's giving us.

That makes me sad. :(

#32 Elizander

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Posted 27 March 2015 - 02:24 AM

I was actually hoping for something like a capture point conquest type map where you take over a node and advance your dropship respawn point and move on. I guess if we're locking it down to maps if team 1 wins map 1, game moves to map 2 and so on until whatever objective is reached. This would give more back and forth on a planet itself and we can not have to stare at Omega for awhile until the push is successful.

1) Take over space port / drop zone.

2) Destroy Communication Center/Supply+Repair structures

3) Destroy forward Garrison/Bases

4 ) Assault Omega

You can even squeeze in some scouting/recon missions I guess where you have to cap several nodes to get info.





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