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Community Warfare Needs Some Form Of Logistics.


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#1 Groundpound Devalis

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Posted 09 July 2015 - 12:31 AM

I know it is in Beta. I know it has a long way to go, but it needs some help so it isn't the mind numbing thing it is now.

Supply lines should be important. Supply lines should be fought over. Key planets should be required to be controlled before pressing forward. Right now Wolf has no supply line but charging forward head long. It makes no sense. The other clans would not simply let them through their space uncontested. Nor would they allow them to run wild without intentionally hindering them. Although you can't control who players attack, you can definitely still make them work for it.

Populations rebelled against clan control, there was constant policing. When things got too out of control they would send in front line units to smack down resistance. 4v4 fights would be ideal here. If Rebels win enough gorilla fights, control returns to the original owner. If this is a key planet for logistics this would be crippling and awesome. Also, it would force another invasion(here come the front line units), once again slowing down progression to Terra.

Another way to represent resources and their importance would be to limit mech duty. Something really needs to be done about this. 5 minutes after a major scraping they are back and ready to go lighting up another zone? I think not. Slap on a repair timer or even a patrol timer(both?) so people have to use different mechs during the next, say... attack window of CW. These mechs would be locked down only in CW. Random matches they would be unlocked. Make sure they are not able to remove weapons or modules during this repair time, once again representing a proper showing of limited resources.

It would probably be easier to just give each Omnipod, weapon, and module an individual CW cooldown along with the mech they were in. <--- Threw this in upon reflection after submitting post.

Sure people could just buy multiple of the same mechs equipped exactly the same way, but hey, once you factor in customization and modules... it gets really expensive. This would also justify having multiple variants and would encourage seeing different mechs in CW. On top of that I don't see why people couldn't spend MC to speed up repairs or bypass patrolling to move onto other Invasion zones. A second random thought is people with Premium time rolling could have this repair/patrol time reduced by 30% or so.

Slowing down the map in this way could also allow you to keep a higher number of attackable planets. I think this is important, especially if you want to have more smaller units. The whole reduce the number of attackable planets while increasing the number of individual units thing seemed off. But keeping a decent amount of attackable planets for the increased number of units makes sense... to me at least.

Edited by Groundpound, 09 July 2015 - 12:59 AM.


#2 -Vompo-

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Posted 09 July 2015 - 05:03 AM

I agree with the need for supply lines but locking mechs would be a real kick in the nuts for new players and free players who just cannot jump from drop deck to another.

#3 Groundpound Devalis

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Posted 09 July 2015 - 01:15 PM

Trial mechs have no modules, no perks from xp, and are stock. Those should not be locked.

#4 Ace Selin

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Posted 09 July 2015 - 02:00 PM

You're suggesting we penalize the space poor. I dislike the locking down of mechs idea, immensely.

#5 Groundpound Devalis

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Posted 09 July 2015 - 04:28 PM

Not by any means. I'm suggesting we slow down CW. Make it far more strategic than mass chaos. In regards to space poor, Trial mechs which include champion mechs for Innersphere would not be locked down. A clear advantage for your Innersphere forces.

This is obviously an idea that isn't end game perfect but it offers clear solutions now. Feel free to add to it.

Edited by Groundpound, 09 July 2015 - 04:31 PM.


#6 50 50

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Posted 09 July 2015 - 08:40 PM

Some interesting ideas there Groundpound.
I've been thinking that on option might be to only allow the dropdeck to be used once on a planet within a single attack phase.
There are a few other restructures to go along with this, but the purpose of it would be to introduce a form of attrition and then repair and recovery missions could then be added to enable a player to get one or more of their mechs back.

The rebellions could be good fun, but I would suggest that instead of changing who has control of the planet, any bonus that planet may have provided such as resources and supply lines is nullified while the planet has rebelled.

I think anything that builds more depth to CW is a good thing.

#7 Ductus Hase

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Posted 10 July 2015 - 03:19 PM

I agree with most of your points OP - except for fastrepair for MC or Premium. No to p2w.

Combine this idea with Trials that can be bought and build with Unit Coffers and you got the "First Line" mechs in our Mechbays... complete with Modules (if we got them) and after that there is the Rank and File.

Actually this might even be better for new players - as long as they are prepared to play as a unit.

#8 zolop

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Posted 10 July 2015 - 07:00 PM

I like everything about this idea about paying MC for fast-repair on mechs. Fast Repair by MC/Premium will add Pay to win to the game.

Edited by zolop, 10 July 2015 - 07:01 PM.


#9 UberStuka

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Posted 11 July 2015 - 05:59 AM

View PostGroundpound, on 09 July 2015 - 12:31 AM, said:

Slap on a repair timer or even a patrol timer(both?) so people have to use different mechs during the next, say... attack window of CW.


Limit this to the next drop.

If its the cease fire window you are speaking of than hell no. New players dont have that many mechs to field in that span of time.

Overall post looks good though!!!!





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