Time For Planets To Be Worth Something In Cw?
#1
Posted 02 May 2015 - 10:48 PM
I mean they can't all be worth the same... if my unit captures or re-captures a planet all the members could at least get "c-bill income" for the days we keep the planet. And yes, some planets should be worth more than others.
So all I'm asking is for a little more "depth" in CW to make some strategy and decision-making elements for which path and planets the clans and factions take and defend. Would definitely make it more interesting than it is now... just saying.
#2
Posted 03 May 2015 - 02:35 AM
#3
Posted 03 May 2015 - 02:41 AM
Why are units so full of this attitude that only they should get something from CW?
#4
Posted 03 May 2015 - 03:05 AM
Keep in mind that you're trusting people that have no concept of what the lore or timeline are.....or Comstar would have been defending Tukayyid. Instead of trying to figure out how to explain the IS pilots are simply proxies for Comguard pilots, they just went ahead and declared that the IS houses were defending it. I suppose that kind of works, as long as Tukayyid isn't something important, like a proxy battle for Terra. You know, kind of the whole point why the Clans invaded in the first place and all.
I'm just saying that I don't have a whole lot of faith in people that can't even get that sort of thing straight trying to "add more depth" to the game.
That and, frankly, I'd much rather see them fix some really important stuff like the HSR, framerates, and the swappable ammo for the LBX ACs fixed before they hurt themselves trying to figure out how to run an economy.
#5
Posted 03 May 2015 - 08:50 AM
Now if there were things like your unit can buy extra turret installations or traps that slow enemies. Maybe buy extra arty strikes to use on an owned planet. Buff objectives HP's. Right now there doesn't seem enough variety on money sinks to work towards. You could buy defenses that other units can use. Would be interesting to see a pug group about to defend a planet and see a button "activate extra planetary defense measures courtesy of X Unit".
#6
Posted 03 May 2015 - 09:13 AM
Romeo Deluxe, on 03 May 2015 - 08:50 AM, said:
#7
Posted 03 May 2015 - 09:22 AM
#9
Posted 03 May 2015 - 11:46 AM
That way the emphasis is on capturing planets, not just holding on to the ones you have. Plus certain factions would start with a huge advantage if it was only a function of the planets you own when CW starts.
In fact the income wouldn't have to be only C-bills it could also include GXP, Loyalty Points, and MC.
In my mind it would add at least a bit of strategy to CW that it currently lacks...
Why have unit coffers if PGI wasn't thinking along these lines originally??
Edited by Jman88, 03 May 2015 - 11:46 AM.
#10
Posted 03 May 2015 - 11:50 AM
ztac, on 03 May 2015 - 02:41 AM, said:
Why are units so full of this attitude that only they should get something from CW?
This is a team and unit driven game, CW even more so. If you are are solo player what does it matter to you if planets are worth soemthing you will never have your name on it anyway.
#11
Posted 03 May 2015 - 11:52 AM
Romeo Deluxe, on 03 May 2015 - 08:50 AM, said:
Now if there were things like your unit can buy extra turret installations or traps that slow enemies. Maybe buy extra arty strikes to use on an owned planet. Buff objectives HP's. Right now there doesn't seem enough variety on money sinks to work towards. You could buy defenses that other units can use. Would be interesting to see a pug group about to defend a planet and see a button "activate extra planetary defense measures courtesy of X Unit".
I don't know... I've been playing for 2 years now and it seems like I can always use more C-bills! Want that mech... C-bills... double heat sinks... C-bills.... more modules... darn it not enough C-bills.... I think it would make the game more fun to pay if I could get enough of the modules I wanted... want that Clan-mech (18million C-bills!!) so I think you can't get too C-bill rich this game.
But I like your idea of being able to improve planet defenses with unit c-bills etc.
Or maybe be able to buy a dropship mod that can increase your drop deck by 10 tons for attack or defense. That's the kind of depth this game is totally lacking in currently... but I can only hope...
Edited by Jman88, 03 May 2015 - 11:53 AM.
#12
Posted 03 May 2015 - 12:29 PM
Edited by Tincan Nightmare, 03 May 2015 - 12:29 PM.
#13
Posted 03 May 2015 - 12:35 PM
Jman88, on 03 May 2015 - 11:46 AM, said:
That way the emphasis is on capturing planets, not just holding on to the ones you have. Plus certain factions would start with a huge advantage if it was only a function of the planets you own when CW starts.
In fact the income wouldn't have to be only C-bills it could also include GXP, Loyalty Points, and MC.
In my mind it would add at least a bit of strategy to CW that it currently lacks...
Why have unit coffers if PGI wasn't thinking along these lines originally??
Sounds pretty awesome. In fact, it really wouldn't be all that complicated to base a multi-merc unit tabletop campaign around by adapting existing rules.
But, given the HUGE differences between TT and MW:O....I'm not real confident it can be done here. Or, more specifically, I'm not sure it can be done by the people that are currently doing it.
#14
Posted 03 May 2015 - 07:31 PM
I would like the idea that planets have special CW variant mechs for purchase, with different planets offering different mechs, if you hold the planet (at say, double the cost of a standard variant).
These CW variants have the same quirks and hardpoints as normal mechs but named like so PNT-9R (CW) & JM6-DD (CW).
The only difference being that CW variants give a 10% bonus to CW LP rewards.
This drives people to capture planets & is a Cbill sink for PGI.
#15
Posted 04 May 2015 - 01:04 AM
"Oh No! The Free worlds league took more territory from Laio, and now they get more money. Whelp, time to ditch this contract and leave Liao for the FWL."
Seriously, Liao has a hard enough time getting players, we don't wanna give more of em a reason to jump ship, we'll just get a player bloat in the already player heavy factions. Unit or even just straight up player based bonuses would be fine, but could also be harder to implement.
Now, granted, I don't have any good ideas of my own. Maybe PGI can make a hanging planet cockpit item that you get to stamp your planet name on? I 'unno.
~Leone.
Edited by Leone, 04 May 2015 - 01:05 AM.
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