Tywren, on 20 June 2015 - 09:26 PM, said:
I can 100% agree with 1, 3, and 4; 2 has problems, though. First of which is, you can easily spend your C-Bills on junk mechs, derp your way though 100 matches with just LRM spam, and have no preparedness for CW. So the gate doesn't even work, bad players will still get in, and have to taught how to play CW. Secondly this will drastically skew the number of players toward the IS factions, because of the price difference in Clan mechs vs. IS. You can literally buy, and equip 4 IS meta mechs for less than the 40,000,000+ it would cost just to get the 4 Ice Ferrets needed to meet the minimum tonnage limit to drop clan side. This means only the most experienced players will be in the clans, and will redouble the perception that "Clan mechs are OP" when it's not really the mech at all, but the skill level of the pilot.
While I can agree with most of this, I will have to point something out. Almost all IS mechs cost as much if not more than their clan counterparts. In fact, in the lights, and mediums section, the price swings against the IS. For example, an IS Spider costs over 9 Million C-Bills to outfit, while a clan light will set you back 7-8 at best. Heavies, and assaults are where the prices are actually close, and could go one side or the other. For example, a King Crab kitted for long range will cost about 20 million C-Bills, same amount you'll pay for a long range DWF.
IS has a lower ENTRY price, but all the upgrades needed really bring the prices up. So I can see the concern there, but as far as prices go, they're not as far apart as people think.
Now, as for bad players getting in, the gate is more about creating the perception that this is not a mode you should enter quickly, and so they would expect things to be difficult. Rather than what we have now, where hordes of new players show up, thinking it's like the public queue. Get annihilated, and be turned off from the game. If you put some kind of restriction, people understand why things happen.
In League of Legends, you have to be rank 30 before you can participate in ranked matches, and you need at least 15 champions in your pool. What you have in the pool doesn't matter. You are playing the same game, there aren't even any different maps for ranked play compared to solo play. Yet we have this understanding: This is competitive. I need to up my game. I can't walk in with a champion that I just bought, and use it in there.
Right now, we don't even have that perception, people sign up, and they see that faction button, and click it. That's a problem. That perception can help a lot.
Tywren, on 20 June 2015 - 09:26 PM, said:
Also, i didn't say anything about randomized planet drops. In the system i'm thinking of, you start off only being able to attack/defend the low value planets, and as you gain rank more planets open up. If higher ranked, veteran players see that one of their factions low value worlds are about to be overrun, they can drop in, and even things out. They just won't get much, if anything in the way of rewards for doing so, whereas the lowbes on the other side will get a reward boost for facing off against better players, that way it's worth it for them even when they get stomped. Of course this would require a working CW economy, with some kind of R&R system, a use for faction coffers, planets that have an actual value, ect.
Ok. That makes more sense than what your earlier post seemed to me.
Tywren, on 20 June 2015 - 09:26 PM, said:
Side note about your martial arts example. I work with a guy form the Philippine; when he started out his training, the instructor put a knife in his hand, pointed to his best student, and told him "If you can cut him, i'll teach you". His instructions to the other guy where even simpler; "Don't kill him". It was the the blackbelt, not the instructer that taught him his first stances, how to move, and how to properly hold the knife.
and my Judo instructor damn near dislocated my shoulder on day 1, what I learned from it is that he has a mean right kick, I can think on my feet in a fight, and he's really grabby. I didn't learn how to actually practice Judo until AFTER that fight. Same with the guy in your example. He got training from someone, AFTER the beatdown. That first trial was to see what he's got.
It also is used to weed out those that don't have the commitment. However, considering you walked up to that instructor, and asked him to teach you, you already showed you have SOME commitment to be trained. What we have in CW is that first @ss kicking. Except people don't have the commitment to stay and improve. They're going "Oh hey, what's that yellow button?" *after a long queue wait* "ZOOM, PEW PEW, DAKKA DAKKA DAKKA" They're dead in 10 seconds, 4 times, no idea what's going on, they decide "to hell with it, this game is stupid", and either quit CW, or MW:O altogether.
I want people to actually get a grasp of the game, and understand it's almost vertical learning "curve", before they are plunged into an even more difficult situation.
One of the things I've noticed in my own unit when we get new players who want to do CW is that they come to us with bad builds. We don't bash them (some do, but the rest of us shut them up QUICK), we tell them how, and why this build can work, and how and why it can't work in CW. We usually end up with one of three things happening:
1- They go "okay", and adjust the build to fit CW.
2- They decide that they'd rather stick with this build, and either play CW casually, or not, until they afford extra mechs to load CW configs on, and use those in their drop deck
3- They decide CW isn't really for them right now, but wouldn't mind jumping in when we're not running full 12 mans.
Edited by IraqiWalker, 20 June 2015 - 09:59 PM.