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Pgi Please Change Clan Start Planets!


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#1 nehebkau

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Posted 10 May 2015 - 06:03 AM

As per the title, please abandon lore and reposition the clans to start at (on a 12-hour clock) 12, 3, 6 and 9.

I think the reasons for this should be painfully obvious.

#2 martian

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Posted 10 May 2015 - 06:12 AM

View Postnehebkau, on 10 May 2015 - 06:03 AM, said:

I think the reasons for this should be painfully obvious.

We can't wait for your reasons.

#3 IraqiWalker

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Posted 10 May 2015 - 06:23 AM

I'm guessing here, but I assume you want the clans to rotate, so that different IS factions have to deal with them, with each cycle?

#4 WustenFuchs1991

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Posted 10 May 2015 - 06:31 AM

I can only think of one issue with that. While Terra is in between all the houses it is not in the centre of the IS. Giving some Clans either an advantage or a handicap. There is also the issue of population distribution. Laio cannot handle another front despite being able to deal with davion and occasionally marik. And what of poor Davion getting the smack down from not only Laio, Kurita, Marik but now a clan as well? It would be a slaughter

Edited by SourKraut91, 10 May 2015 - 06:31 AM.


#5 nehebkau

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Posted 10 May 2015 - 07:53 AM

So, my reason?
Well, can someone explain to me when lao, or davon will get to attack any clans? Defend from a clan attack? Can someone tell me when Steiner will get to attack Smoke Jag? As it stands right now, everything gets completely mashed together into a horrible mess and several factions get left in the lurch.

IMHO, yet another instance where lore gets in the way of making better game-play and, if PGI wants their only income source to keep generating income, they need to focus on game-play improvements.

#6 WustenFuchs1991

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Posted 10 May 2015 - 08:22 AM

Okay, so this is what we are going to do. I am going to take on your points one by one.

First.

"Well, can someone explain to me when lao, or davon will get to attack any clans?"

Simply put, they won't. This was an expectation that the community as a whole understood, and for the most part, agreed to. Second reason is that, as I previously stated, neither of them can handle more attack lanes. Fed Suns and CapCon can barely deal with each other, let alone a Clan (two clans for davion, 3 and 6 oclock will have attack lanes into them). As for defending, they can. Since their territory does not come under direct scrutiny from the Clans they can instead defend allies at their leisure. As for the Lyrans, they have fought Smoke Jaguar during the last phase. Not a lot mind you, but it did happen.

Second.

"As it stands right now, everything gets completely mashed together into a horrible mess and several factions get left in the lurch. "

With the exception of the FWL wormhole and Ghost Bear island (both of which were caused by the sort of fixed paulgorthm) the push and pull of the borders was fairly consistant. As for factions being left in a "lurch," I would like you to name one faction that did not see it's fair share of action.

Finally

"IMHO, yet another instance where lore gets in the way of making better game-play and, if PGI wants their only income source to keep generating income, they need to focus on game-play improvements."

How can lore get in the way of gameplay if this is exactly the gameplay that we expected? This wasn't a surprise to anyone so why would you only now say something if it was expected for years? That really does not make much sense. PGI will have no trouble making money with it's mech packs and with the release to Steam in the next few months that gravy train is only going to get better. Finally, How much more would you like them to work on at this moment? I mean besides the new Mechlab, new CW maps, no less than eight new mechs and new mechanics like MASC, redesigning River CIty and one other of the original maps, CONSTANT improvements to hit reg and hit boxes, other UI improvements, and now the next phase of CW? Seems like a full plate for a team that is not a AAA game dev.

Edited by SourKraut91, 10 May 2015 - 08:24 AM.


#7 hybrid black

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Posted 10 May 2015 - 09:15 AM

View PostSourKraut91, on 10 May 2015 - 06:31 AM, said:

I can only think of one issue with that. While Terra is in between all the houses it is not in the centre of the IS. Giving some Clans either an advantage or a handicap. There is also the issue of population distribution. Laio cannot handle another front despite being able to deal with davion and occasionally marik. And what of poor Davion getting the smack down from not only Laio, Kurita, Marik but now a clan as well? It would be a slaughter


Laio, Kurita, Marik would also be fighting the clans, that would give more games there and a reason for mercs to go there.

Edited by hybrid black, 10 May 2015 - 09:16 AM.


#8 Kinski Orlawisch

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Posted 10 May 2015 - 09:30 AM

You can t attack the homeworld. Looks like 2 Clans are down to 1 planet.....

#9 IraqiWalker

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Posted 10 May 2015 - 09:37 AM

View PostMarc von der Heide, on 10 May 2015 - 09:30 AM, said:

You can t attack the homeworld. Looks like 2 Clans are down to 1 planet.....

Yeah, no capitols can ever be captured. That way no faction can be eliminated. PGI set it that way from the get go.

#10 Valar13

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Posted 10 May 2015 - 10:59 AM

View PostSourKraut91, on 10 May 2015 - 06:31 AM, said:

I can only think of one issue with that. While Terra is in between all the houses it is not in the centre of the IS. Giving some Clans either an advantage or a handicap. There is also the issue of population distribution. Laio cannot handle another front despite being able to deal with davion and occasionally marik. And what of poor Davion getting the smack down from not only Laio, Kurita, Marik but now a clan as well? It would be a slaughter

Liao isn't fighting Marik, actually. Hasn't been since like the second week of CW.

#11 IraqiWalker

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Posted 10 May 2015 - 05:28 PM

View PostGrisbane, on 10 May 2015 - 05:23 PM, said:



think that is a failing, honesty if you can't defend your faction, it doesn't deserve to exist and loyalist units should be forced into permanent merc status (only able to accept up to 30 day contracts) it would help another clan (probably falcon ) to have SJR with them.


The true mother of game modes like this is Planet side, and even they don't let you kick a faction off planet. I remember seeing every faction being pushed to their starting zone at one point in time or another.

#12 NGxT

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Posted 10 May 2015 - 11:26 PM

SJR is frr, not sj. i dont know why people think SJR are loyalists...

#13 SnagaDance

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Posted 10 May 2015 - 11:30 PM

View Postnehebkau, on 10 May 2015 - 06:03 AM, said:

As per the title, please abandon lore and reposition the clans to start at (on a 12-hour clock) 12, 3, 6 and 9.

I think the reasons for this should be painfully obvious.


Posted Image

#14 Tywren

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Posted 12 May 2015 - 06:53 AM

View Postnehebkau, on 10 May 2015 - 06:03 AM, said:

As per the title, please abandon lore and reposition the clans to start at (on a 12-hour clock) 12, 3, 6 and 9.

I think the reasons for this should be painfully obvious.


Yeah, because PGI clearly hasn't pissed off enough of the core players by ******** on the lore yet.

If you can't accept that there's a pre-existing lore for this game, then maybe you need to find somthing else to play. I hear Hawken, and the Armored Core series are both good options.

#15 Lily from animove

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Posted 12 May 2015 - 07:04 AM

View Postmartian, on 10 May 2015 - 06:12 AM, said:

We can't wait for your reasons.


it would actually make every reset of the map a bit more interesting.

it is really a bit biased the way it is, and especially for FRR gamers just a painful experience that may negatively influence the playerdistribution between factions. Wolf and bear are similar unsuited "inbetween" giving them rather boring repetitive experiences.


View PostTywren, on 12 May 2015 - 06:53 AM, said:


Yeah, because PGI clearly hasn't pissed off enough of the core players by ******** on the lore yet.

If you can't accept that there's a pre-existing lore for this game, then maybe you need to find somthing else to play. I hear Hawken, and the Armored Core series are both good options.



Wow as if those attack corridors are that much important, We had way bigger "lore breaks" already, and breaking this part of the lore would mostly improve the game instead of hurting it.

Oh noez and people even broke the battle of Tukayyid lore D: and time was also even too early.


So a reverse question also would be: When the progress in the IS is anyways playerdriven and not decided by lore, how would it hurt the original lore when starter planets would be somewhere else?

Edited by Lily from animove, 12 May 2015 - 07:09 AM.


#16 Paigan

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Posted 12 May 2015 - 07:28 AM

This galactic imbalance is so by design.
It is a classic story element: One (or few) factions get beat up by an invading force, call for help, and the factions not directly involved say "Oh... well... yeah ... you know ... maybe later."

Same thing in Mass Effect 3 with the reaper invasion. "Maybe later".


But I fail to see the problem here in the first place:
You can defend any IS or attack any clan planet, even if it is not hold/attacked by your faction, can't you?
You can exactly do what the selfish ba$tards in the story hesitate to do: You can help your neighbors.

Be happy about it, do it. And stop whining.

Or... speaking as a clanner ... you know ... don't do it. Also an option.

Edited by Paigan, 12 May 2015 - 07:30 AM.


#17 IraqiWalker

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Posted 12 May 2015 - 08:48 PM

View PostTywren, on 12 May 2015 - 06:53 AM, said:


Yeah, because PGI clearly hasn't pissed off enough of the core players by ******** on the lore yet.

If you can't accept that there's a pre-existing lore for this game, then maybe you need to find somthing else to play. I hear Hawken, and the Armored Core series are both good options.


In all honesty. Hawken is not that good. You're running around in trash can skins. It might as well be any other FPS. There is no real "mech" element to it.

#18 nehebkau

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Posted 13 May 2015 - 12:08 PM

So no one sees a problem with only Steiner, FRR and HK being the only groups that can attack clans? No one has a problem with the rest of the houses have to fight each other or play defense?

#19 Tywren

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Posted 13 May 2015 - 01:32 PM

View Postnehebkau, on 13 May 2015 - 12:08 PM, said:

So no one sees a problem with only Steiner, FRR and HK being the only groups that can attack clans? No one has a problem with the rest of the houses have to fight each other or play defense?


Well, for starters, if Steiner, and Davion where united as a single house on the map like they're suposed to be (another lore break without a good reason), this wouldn't be such an issue, as the purple turkeys, and green butterknives would be the only two houses without a direct link to the clans.

Going further, i also think that only the attackers, and defenders should be able to to field units in a Clan/IS fight. So when the Jags attack a Drac world, it will be restricted to fighiting between those to groups, no FedCom forces popping up to lend a hand.

So TL;DR: No.

#20 IraqiWalker

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Posted 13 May 2015 - 05:37 PM

View PostTywren, on 13 May 2015 - 01:32 PM, said:


Well, for starters, if Steiner, and Davion where united as a single house on the map like they're suposed to be (another lore break without a good reason), this wouldn't be such an issue, as the purple turkeys, and green butterknives would be the only two houses without a direct link to the clans.

Going further, i also think that only the attackers, and defenders should be able to to field units in a Clan/IS fight. So when the Jags attack a Drac world, it will be restricted to fighiting between those to groups, no FedCom forces popping up to lend a hand.

So TL;DR: No.


These all would be great implementations, sadly, I think the number one obstacle to having them be in the game is the lack of players. Ironically, those modifications might bring more players back into the game.





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