BitXer0, on 04 September 2015 - 02:09 PM, said:
On the other hand, it might make some sense not to allow cadets to join CW, or have them go through a tutorial first in order to open CW. This may also help newer players gently wade through CW's treacherous water without being too overwhelmed, thus encouraging them to continue rather than quitting that mode all together out of frustration.
 
 
This is the concept I hope everyone who reads this tread comes away with....
 
PGI needs to make sure that players have a base line understanding of how the game works (There is no AI; every match is always a team of players vs a team of players; we are always a part of a team even when we drop PUG; thereby eliminating 'solo' play from CW), and should make it a lot easier than it currently is to find and work with teammates. A really good tutorial on how to find and work with teammates would go a long way to making CW a much more enjoyable experience for new, intermediate, and advanced players alike IMHO.
 
BitXer0, on 04 September 2015 - 02:09 PM, said:
Some people don't have the resources or time to acquire all the mechs in the game. So, for example, if someone wants to take a clan contract and primarily has inner sphere mechs there should be an option for them to still experience CW in that fashion. That's where trials come in. That being said, quite a few of the trials had rather "interesting" load-outs and I think PGI has been doing the right thing by gathering community input about their load-outs as it helps to make these chassis more competitive.
 
That being said, honestly I don't really care what load-out anyone brings to CW or any other match. Metas change and teamwork still trumps load-outs so if your load-out works for you and your piloting style, then go for it.  For those of you going around telling players to change their "horrible load-outs", why not be a better community member and educate the player through constructive criticism or mentor them on how to make more suitable load-outs for CW, rather than excoriating them.
 
 
I would love it if units could use their coffers to buy and build out 'unit' dropships that members could take in place of the mechs available in their own mech labs unit they could earn enough C-Bills to build out their own viable dropships.
 
This would...
 
1) Give units something to do with the money collected in their coffers.
2) Give new and intermediate players a solid reason to seek out and join a unit. (promotes teamwork).
 
BitXer0, on 04 September 2015 - 02:09 PM, said:
Alternatively, one could also turn this argument around and state that extremely large units are ruining CW as they have enough members to continually drop 12-man groups until whatever planet they want is controlled. In any case community warfare is still a work in progress and as stated on the site, still in beta. PGI has been looking for ways to engage lone wolves and smaller groups more effectively. With the upcoming addition of scouting missions, tutorials, better role warfare tweaks and other objectives we may soon see more people on CW, which should be the ultimate goal if you enjoy playing it and wish to do so more often.
 
 
I can easily see how a lone wolf or a smaller unit would feel this way, however, this game has been built from the ground up to be teams of players against teams of players. I find it difficult to to see how punishing players who understand and embrace this concept is going to make the game better.
 
That said, I would welcome additional game modes that would allow lone wolfs and or smaller units to participate in Community Warfare in a meaningful and rewarding way. I hope and pray that 'scouting missions' can achieve this goal.
 
BitXer0, on 04 September 2015 - 02:09 PM, said:
This topic is elitist, but the conversations here have brought up some great points and some meaningful conversations.
 
 
I can also see how a person can read my tread and get the idea that I am some elitist, but I can assure you that I am far from it. I would go as far as saying I am one of, if not THE, most 'inclusive' players you will ever meet in the game.
 
I want this games player base to grow by leaps and bounds and become more than just a 'niche' game. For that to happen it takes NEW players, and one would be foolish to think that 'new' players are 'top notch' pilots from word go.
 
All that said, be inclusive also means including everyone...not just the new and intermediate level players, but also the above average, great, and top tier players as well.
 
I left a unit a loved because not because they didn't welcome new and intermediate level players (on the contrary, they welcomed those players with open arms), but because they wanted to exclude their best players from being able to play competitively (forming a comp team and participating in comp matches was cause for dismissal).  They patted themselves on the back for being 'inclusive' when the reality was...the only wanted to include people who didn't play competitively and would drive away anyone who wanted to be competitive.
 
In order to be TRULY 'inclusive'....ALL players must be welcomed. The new players, the intermediate players, as well as the advanced tier players. You don't have to be an 'elitist' to exclude players....people who shun / drive way players for being 'to good' or 'to competitive' is still excluding people, just like people who shun / drive away players for being 'to bad' or 'not competitive enough'. IMHO people who are exclusive either way can eat a bag of @#ks.
					
					
					
							Edited by Armando, 04 September 2015 - 08:28 PM.