Now on to the main topic.
Community Warfare started out really fun. Nobody was sure how the maps could be gamed so there was a lot of experimentation and funky tactics that forced both attackers and defenders to be flexible. However, as the player base became familiar with the maps, those tactics faded away. Units and pugs alike had found the best ways to exploit the maps to their advantage. This is to be expected. It's perfectly natural and not a problem in of itself, but the symptom of a greater problem.
We represent over 2000 planets with 6 maps, each following a relatively shallow cookie cutter design meant to arena balance what should be something closer to a MilSim. This will prove deadly to the game over time, we've already seen the numbers for CW go down dramatically, as entire factions just disappear due to lack of interest from their players.
(note, arena balanced maps are perfectly fine in the public queue, as those game modes are just glorified team death matches anyway, the focus of this thread is on CW)
There are ways to fix this problem however.
The first way is relatively simple: make a ton of maps. This has flaws though. First, the maps that are being made will all still follow the cookie cutter design. Jam your team through 2-3 gates by destroying generators, and then either farm the enemy team down or rush their gens. Beyond that, its simply too labour intensive. There's no way the team could make the number of maps required alone.
The second way is to allow the community to make a ton of maps FOR mwo. This is something iv advocated for a long time. Games with content creation tools tend to live ALOT longer than games without content creation tools. (just look at games like warcraft III, Age of Mythology/empires, gary's mod, counterstrike, etc.) The community generating maps would massively accelerate the rate of map making and increase the number of available maps radically. This also has draw backs however. Some sort of structure would need to be established to first verify the quality of the maps being submitted, then enter these maps into the rotation, and its unlikely that PGI will be willing to allow community created map content any time soon, as they seem to have a borderline violent opposition to it for reasons that are entirely beyond me.
The third way is to build a system that allows for procedural, or at least partially procedural map generation. A partially procedurally generated map could have the same spawn points and bases, but everything between them could be assembled from premade map "chunks". Terrain features designed to fit together and assembled randomly before the match begins. The degree of randomness could be variable however. You could have only parts of the map feature these random chunks, or you could have everything be random each drop right down to the spawn points and locations of objectives. The advantages of this method are that no two CW maps are alike. Each drop brings its own challenges, necessitating adaptable tactics, and a more even spread of mech types. Heavies and assaults to secure defensible areas once they are located, mediums to flank and do battle with the enemy, using terrain equally unknown to the enemy team to their advantage, and lights to scout out completely unknown drop zones (a big plus in my opinion, as recon is basically useless in a game where everyone knows everything about every map). The only drawback with this feature is its relative complexity. PGI would have to bite the bullet and change the way they approach map design as well as dramatically alter their backend to handle the new features. It's certainly the right thing to do, but we all know from experience that they don't always go for the right thing to do.
These are some ideas i've had to improve MWO's CW game mode. I'd love to see a mix of the second and third method. Procedurally generated maps in my opinion are what could save community warfare from oblivion, and player made content is what could launch the game from just-ok status to potentially being one of the greatest mechwarrior games to date. We have a large technically saavy player base and they WILL make pgi content FOR FREE, it just doesn't make sense NOT to take advantage of that motivation.
Edited by pbiggz, 22 June 2015 - 02:32 PM.



























