Grynos, on 04 May 2015 - 10:25 AM, said:
To the OP..... The problem with CW is the same one they have had from it's start..... It is nothing more than TDM on a different set of maps where winning a planet means nothing more that a pixel changing from one color to another. In reality, there was no real need to reset the map at this point in CW. PGI keeps messing with how the modes are selected, drop deck tonnage,etc. instead of dealing with the more pressing issues. They have basically said that not much is going to change in regards to the planets actually meaning something anytime in the near future,that feature alone might make CW more interesting to the player base. PGI devs need to go play Planetside 2, look at how taking territories ( In MWO would be planets ) actually means something beside it just changing color, how there are multiple attack lanes which makes faction coordination more tactical.
CW will continue to be played at a minimum because it has no substance. It is not an "end game" mode, it is just another version of the same thing PGI has been doing with new maps and pixel color changes.
I quite like the idea of several hour long alerts a la Planetside 2. It would fit in perfectly with CW. It would focus the playerbase and give a payout that makes it worth people's time. For those unfamiliar, alerts in Planetside give the entire game population (split among 3 factions) an objective of holding a majority of some territory type over the other factions, with bonuses for participating in the alert and payouts for the winning faction. Instead of the entire game population meandering over the whole map (Like CW) it very specifically tells the players "If you go here, there'll be more points and more fighting."
I also agree that there should be some territory bonuses and incentive to play the strategic game in CW. Perhaps each planet provides a really tiny quirk only applied in CW, or maybe a slight XP or C-bill boost.
Then there would be some incentive to continuously take planets, as a few planets wouldn't affect you much, but stacking the bonuses of many planets would make your faction stronger and the payout better by a somewhat noticeable margin.
What I think might also help pull people in is adding
a fat, fat payout for taking over the entire IS. Sure PGI wouldn't want to just give us free stuff, but the frequency of achieving such a task is so low that I think it would be a fair trade. Payout could be a function of time spent in contract with a faction and total match score (so people actually have to participate) while that iteration of the war was going on. There would be another multiplier for being the winning faction. Making it a function of time+match score under one faction would keep people from hopping ship once they see who's winning because their winner bonuses would be smaller than had they stayed with their original faction. Of course, this would also require an in-game option for mercenaries so that they get a fair payout compared to everyone else.
Edited by Moldur, 04 May 2015 - 01:09 PM.