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What A Joke!


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Poll: Maps (64 member(s) have cast votes)

What would you prefer happen with Community Warfare Maps?

  1. Matchmaking maps should be expanded and used instead (23 votes [32.39%] - View)

    Percentage of vote: 32.39%

  2. Keep maps just redo the objectives (39 votes [54.93%] - View)

    Percentage of vote: 54.93%

  3. Keep as is (9 votes [12.68%] - View)

    Percentage of vote: 12.68%

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#21 MoonUnitBeta

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Posted 24 June 2015 - 03:26 PM

View PostDino Might, on 24 June 2015 - 12:53 PM, said:

Best idea I have heard to date. Please tweet Russ!

I have. I've been making several posts about this for a very long time. Last Town Hall, I asked in the twitch chat if we would have servers with 32 or 64 players, and be able to play giant maps with multiple objectives, and Paul replied with "probably not"


I made other posts I made about it, with varying consistency as I think of new ideas and discard others.
Believe me, I'm so sick of the blob tactic. There's reasons behind that. People blame map design but it's not map design, it's game design. The design of the game encourages players to blob. Why? Because the most consistant objective is to kill all the mechs. Secondly, there's nothing else to do! It's the main reason why players are beginning to say that conquest is one of the more fun game modes because everyone isn't so condense.
I mean, I would love to not be stuck with 12 other players, and go off down a valley on my own in my raven with Passive Radar on. And then pop out, and scan 2 kilometers in front of me, spot two mechs running on their own towards our resource collector cluster, call for back up, and lead a lance to wipe them out. Or come across another lone mech, and have a 1v1 dual in the middle of nowhere.

Anyways... the whole idea is that resource collectors collect resources. Okay, so that's basically the conquest game mode.
Next is the assault base. Have the mobile base unpack, set up, and build a bunch of turrets. Then slap a refinery in there and now you have a little base refining the resources from the collectors.
Then you have Attack/Defend game mode. Turn that huge canon into a giant base. Slap some hangars, repair bays, rearming stations, turrets, gates, walls, and factories around the thing.
Then build tanks and more mechs from the refined resources to help you get more territory.
Throw in drop ship landing sites in strategic areas. If the enemy has control over these, they could easily land an ambush.

Implement a decent salvaging system. When you kill a mech, tag it, and it'll be collected for scrap omnipods, chunks of a mech, engines, weapons, anything. It would be cool to get items as rewards for contributing to taking over a planet. What ever isn't used gets handed over to the refinery.

The list goes on.

Edited by MoonUnitBeta, 24 June 2015 - 03:28 PM.


#22 Lucky Noob

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Posted 24 June 2015 - 04:30 PM

Thoose CW Maps, all that endless Possible tactics, Go A go B, damm so much to think about.

All thoose Opinions for Scouts to provide Vital Informations, ECM.

All thoose tricky tactics to do Flank Attacks. A or B.

na to be serious, the Maps just suck badly overall.

#23 CruiseMissileCowboy

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Posted 25 June 2015 - 12:41 AM

Nice poll topic, it leads to the large issue that Community Warfare is on life support here because it generally sucks.
PGI is clueless about the state of other games and is not incorporating best / most desired practices into MWO.

People want to spend less time on CW warfare. Players don't want to and should not be made to wait 20 minutes for a group to come together. or forced to run on an empty map.

CW should be shelved until there are enough people to have it work properly.
Convert the whole of CW into Solaris, bring what ever mech you want, allowing betting c-bills on matches, and make the game interesting.

Edited by CruiseMissileCowboy, 25 June 2015 - 12:42 AM.


#24 VoodooLou Kerensky

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Posted 25 June 2015 - 12:57 AM

NetMech didnt have alot of Maps but you could adjust gravity, ambient temp NHUA(no heat unlimited ammo) and I think all the maps had a Mission mode and the missions werent all Blow up the BFG that should be guarded by troops and tanks while both sides hunt for each other (in some of the mission maps you could choose from 3 diffrent spots do drop to if respawn was on.) Weve come a long way baby! Oooo the map rotation is semi-random but doesnt change the fact that no matter what map its always one side protecting a gun that could be taken out from space by an AeroFighter. I suggested once that a map that took 30-45 minutes for the fastest mechs to cross, no timer and either player controlled or random location with 3 possible spots. Wasnt this supposed to be 'The thinking mans mech game.'? When was the last time you had to send out scouts to try to find the enemy before they find you to lure them into ambush? And not in lanes that cant be gone around because sections of the interior of the map is verbotten and makes your mech explode.

#25 VATER

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Posted 25 June 2015 - 05:11 AM

http://www.netbattletech.com/nbt-hc/

THIS...that is how CW should look like and should be commenced.

Edited by VATER, 25 June 2015 - 05:22 AM.


#26 Ragnahawk

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Posted 25 June 2015 - 05:19 AM

How about a jail game mode, where everyone who dies goes into spectator until they are freed by their teammates? Shoot, didn't we already think of more awesome games when we were in elementary school? Why is it so hard to incorporate stuff like that?

#27 CainenEX

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Posted 25 June 2015 - 07:39 AM

View PostMoonUnitBeta, on 22 June 2015 - 06:33 PM, said:

When PGI dumps the lobby/matchmaker match crap, we'll have a real game.
Right now it's solo queue with respawns, and a DOA wannabe game mode and skirmish.

The whole thing needs to be scrapped. CW phase 3 isn't going to add or change enough. And failing that, PGI is going to rush straight into steam release for a mad rush to keep the player base high.

What I really want to see is planets that are treated as servers. You click on one, see there's 28/32 players, and click "Drop". Voila. A drop ship lands, opens its doors at a safe drop site, and now you can roam around a 6 or 10 km square map that has capturable resource collectors, big ass bases to capture, drop sites to capture, and the map goal is TAKING OVER TERRITORY.
Killing mechs comes second. And how do you take over territory? Capturing things. And capturing things lets you get more things, and build tanks, and perform escorts.

I dunno, fun stuff like that.

Personally I'm sick of dropping into a limited timed match each and every time.

When CW is like that, Solo queue can be phased out, and the entire population is working towards something meaningful.

C-Can we have PGI see this? Please send this to Russ! THIS is a great idea!
Needs some expansion but yes. Taking to the field ala battlefield style would be amazing!

Can we start a petition?

Edited by CainenEX, 25 June 2015 - 07:42 AM.


#28 MoonUnitBeta

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Posted 25 June 2015 - 09:38 AM

View PostCainenEX, on 25 June 2015 - 07:39 AM, said:

C-Can we have PGI see this? Please send this to Russ! THIS is a great idea!
Needs some expansion but yes. Taking to the field ala battlefield style would be amazing!

Can we start a petition?
Haha. Yeah I would love it if PGI did something like this.
Here's a post I made a long time ago that expands more on the idea.

http://mwomercs.com/...ost__p__4318889

I’d love to see “quests” in there as well. I mentioned escorts in my earlier post, so…

These quests would be spawned according to how much territory you own, and what type of points are captured.
They’re designed to perform as distractions to thin out the opposing force when it is becomming apparent that one side is crushing the other, in hopes that it'll open up opportunities for the losing side that otherwise would not arise. Quests will be attractive, and offer some rewards. Such as consumable packs, weapons, c-bills, xp, etc.

For example, some quests:
  • If your team owns 60% of the map, you’ll be given a certain quest to escort a convoy from the resource collectors to an assault base. The bonus is a c-bill reward and xp.
  • If you team owns 75% and a particular drop site, the team will be given a quest to go to that drop site and inspect a malfunctioning dropship, or find the remains of one that crashed in the surrounding area. They will then need to tag it, and wait for a new ship to arrive and collect the wreckage or finish repairing the ship.
Quests are notifications that pop up in your HUD. You’re given a basic description of what you’re expected to do. You can press Y/N to accept it. Quests have a limit of how many people can accept and receive rewards from the quest. When you accepted, you’re given instructions, a nav point to muster at, and a time. When that time comes, you’re expected to begin the quest and follow the rest of the Nav points.



The opposing team is made aware that the other team is performing a side task, but other than that no other details are given. This gives the opposing team a little bit of intel, and a chance to scout out the questing team and provide more intel. The quests are designed to allow for ambushing opportunities for the opposing team.
Successfully disrupting a questing party provides some rewards of their own to the opposing team.

The frequency of quests depends on PGI, and whether or not they’re being accepted or ignored. Rewards might scale up to a point to further encourage players to break apart on the battlefield.

It’s these kind of quests that I think would be the kind of thing to complete the game. It would give it a kind of PvEvP feel, and be those things that PGI would spend more of their time on after the initial rework.

Edited by MoonUnitBeta, 25 June 2015 - 01:54 PM.


#29 Lugh

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Posted 25 June 2015 - 09:47 AM

View PostFelix7007, on 22 June 2015 - 06:18 PM, said:

. Running at your enemy in rows didn't work out for the British during the American Revolutionary War in 1775 and I'm pretty sure the battle-tech universe is way more advanced than that seeing how we are piloting mechs not cannon toting horses.

This is erroneous as all the really good teams advance in line abreast firing lines to take down mechs, just like the British in the 18th Century.

Anyone that has had success as a defender 'Makes Ready' and fires at the peeker and pokers that come to you one by one, thinking they are clever.

So Yeah analogy failed.

Defend Mode one:

A huge (biggest size dropship) is dropping on your planet destroy it. It has hit boxes and tons of weapons and the enemy team drops out to defend it.

#30 Felix7007

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Posted 25 June 2015 - 12:09 PM

Thank you! This is the biggest problem. The Game mechanics and maps force players to rush because you cant flank. Your literally going down a hallway at your enemy and like you said, there is nothing to scout really.





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