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My Thoughts On Cw

Gameplay Mode Maps

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#1 Nova Cameron

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Posted 06 April 2015 - 09:16 PM

My thoughts on CW have rattled around a bit as I have played and have looked at topics here. My main concern is each topic covers part of the issues and offers some solutions. I will endeavor to cover ALL the issues in CW, and yes I know there are a lot. I will cover Factions, Planets, and then Maps.

First off, Factions. I am sorry to say that this is just poor. It is poor selection mostly. It is shallow. What I want to happen is that there are levels you can do and pick from so that you can choose what you want to be. It would be like factional RP. There should be House factions, Periphery factions, Mercenary factions, Bandit kingdom factions, and Bandit factions. Each one will have their own bonuses.

House factions will be the house armies. They will have the benefits of dictating house policy via votes and choosing who and where to attack. They will get steady pay win or lose, but Zero salvage money. New players can start here. There could even be a free starting mech. Contracts are 30 days, no exceptions. If you break a contract here you will be declared a traitor and no house or mercenary will hire you for 30 days effectively banishing you to the clans or periphery. Attacks will done by a vote on who to attack opening up ALL the worlds touching your border to that faction. Be careful. You cannot raid. You can set counter raids for mercenaries by vote.

Periphery factions will be the small armies of the periphery states. These are a bit harder as they are poorer but more battles will happen here. You get less money but some salvage to balance it out. Your main opponents will be bandits. But they also get to decide who and where to attack. You can apply even if you are a traitor to a House. You can attack a house but they are probably going to be bigger than you. If you break a Periphery contract you are banned from that state. You can counter-raid bandit kingdoms. If all of your worlds are marked as raid some may secede becoming independent worlds.

Mercenary factions will be the most lucrative but the most limiting as you get money at the start and end of your contract that you cannot break (probably a few mill). The contracts would last a week. You cannot vote to attack a faction. You are in effect hired by that faction for a week. You do not get paid to attack. Only in salvage do you make money. You do not earn loyalty points. You can only attack planets that are being activity contested. You can counter raid if your contractor assigns it.

Bandit Kingdoms are an odd mix of pirates and states. They are small a few world out in the middle of nowhere. You cannot break a contract here. Period. You will be paid in salvage mostly and loot which would be set from raiding based on a world's wealth. You can raid any world on the edge of the Inner Sphere facing your planets. Probably 20-25% slice. You can invade any nearby world that is not a House or Periphery planet. Your state will collapse if you do not raid enough. If you get big enough you can become a Periphery state.

Bandits do not have worlds. They get paid in loot and some salvage there are no contracts. You can raid any world on the edge of the Inner Sphere. You can invade an independent periphery world and create a bandit kingdom.


A raid is a literal skirmish map. 12 v 12. No back up mechs. And makes the planet glow red on the map. It will glow red until a counter raid is launched.

There should be classes of worlds. Capital, Major, Minor. Capital worlds are the capitals of factions. Major worlds give a 2.5% bonus each to C-bills for that faction and any hired mercs. Major worlds should be plentiful. Minor worlds are everything else.

Planetary conquest (TBD)

Maps (TBD)

It is late and I will work on this more tomorrow. Just wanted feedback or any thoughts. i will try to include them.

#2 Red Legs Greaves

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Posted 07 April 2015 - 08:17 AM

View PostNova Cameron, on 06 April 2015 - 09:16 PM, said:



First off, Factions. I am sorry to say that this is just poor. It is poor selection mostly. It is shallow. What I want to happen is that there are levels you can do and pick from so that you can choose what you want to be. It would be like factional RP. There should be House factions, Periphery factions, Mercenary factions, Bandit kingdom factions, and Bandit factions. Each one will have their own bonuses.




I myself would love to see periphery nations, independent mercs and the homeclans in the game at some point. However I do not think the game is anywhere near that point. To dilute an already limited number of players over more factions would limit the match opportunities even more.

I will say that there has to be more incentive to playing CW. The rewards for faction loyalty were a start but they need to include planets and the unit coffers now.





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