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So Let's Talk Community Warfare Motivations.


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#1 Livewyr

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Posted 08 August 2015 - 05:50 PM

I believe the reason CW is crippled is because there is little incentive to take over planets and hold them.

I wouldn't recommend PGI give out MC the way WoT did, but perhaps there are some other incentives?

Here are some thoughts I had just off the cuff. (*** denotes further thought required)

Faction:
Standard planets would essentially just be buffers to put between the enemy and your important planets. Taking an enemy planet would be a 1-time Cbill injection of 500k-1m cbills for your faction. (And any mercs hired by the faction) 30 Day cooldown.
Faction capitals would be worth a 15% Cbill reward boost for your faction within the public queue, and 10% additional Cbill reward for others' faction capitals. ***
Provincial Capitals would be worth an XP boost in public queue. (Perhaps a flat rate boost, or a percentage boost) Would have to have to work something else out for the clans.

Taking enemy capitals would have a 1 time injection of 3-5 million cbills and 5-10k GXP (30 day cooldown)

Certain factions would have some sort of reward based on their properties.
Ideas just to layout the concept:
House Kurita (Panthers) Panthers would cost 15 tons less in drop deck (effectively allowing a 255 drop deck)
House Steiner (Atlas) Atlas would cost 10 tons less in drop deck.
Marik: Awesomes (10 tons less)
Liao: Vindicators/Centurions (10 tons less per)
Davion: Victors (10 tons less)

Wolf: Timber Wolf/Gargoyle (5 tons)
Jade Falcon: Summoner/Hellbringer (5 tons)
Ghost Bear: Storm Crow/Mad Dog (5 tons)
Smoke Jaguar: Shadow Cat/Ebon Jaguar (5 tons)

(As more appropriate mechs are released, the specialties could be modified.)


There is more, but my wife calls, and one does not ignore the call of the spouse. More later.

Thoughts?

Edited by Livewyr, 08 August 2015 - 08:41 PM.


#2 xMEPHISTOx

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Posted 08 August 2015 - 06:36 PM

your first paragraph is the winner.
there is a reason why WoT has been so successful (i played for few years competitively with great fun had and much gold earned) and MWo could learn from the wargaming folks who created it.
First get rid of the pug riff raff that muddles the playing grounds, make it only for units to participate.
Second, give more control to said units in control of logistics and where one attacks next. Finally reward holding planets with MC thus giving proper motivation to increase activity/participation.
cap number of players a unit can have as well.
there is a very good reason why wot had and has such a successful cw's arena. mwo would be wise to learn from wargaming on the matter of cw's.


#3 Palor

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Posted 08 August 2015 - 06:49 PM

View PostxMEPHISTOx, on 08 August 2015 - 06:36 PM, said:

First get rid of the pug riff raff that muddles the playing grounds, make it only for units to participate.
Second, give more control to said units in control of logistics and where one attacks next. Finally reward holding planets with MC thus giving proper motivation to increase activity/participation.
cap number of players a unit can have as well.
there is a very good reason why wot had and has such a successful cw's arena. mwo would be wise to learn from wargaming on the matter of cw's.


This, I would love to see a pug only CW, keep the so called riff raff out of Unit CW and let units fight it out.

#4 Chip Danger

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Posted 08 August 2015 - 07:20 PM

View PostPalor, on 08 August 2015 - 06:49 PM, said:


This, I would love to see a pug only CW, keep the so called riff raff out of Unit CW and let units fight it out.


There is not enough pop left to support any kind of good CW. They should just cut the cord and let it die already.

#5 lol lol lol lol lol lol lol lol

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Posted 08 August 2015 - 07:39 PM

My honest thought to make CW better is to have a separate game profile between CW and TDM (skirmish, conquest, assault.) Having more carrots on a stick are nice, but it doesn't change my personal issue of SSDD feeling with CW.

But I believe the ability to have one profile and two separate modes (I'll explain) would benefit the community.

Everything we've bought with cbills, cash, or MC from past to present stays inside TDM mode. This mode would be mainly for meta play, comp play, and just casual having fun. Build your big stompy robots just like the past couple of years as you've always done.

CW mode would be a fresh slate, with game play focused on economy, unit building, planetary capturing and defending. Personally I think the biggest thing would be having some form of Stock Mech only or VERY limited mech building as to steer away from metabuilding. That way mechs could have a more reliable battlevalue for spreadsheet data, and predictable performance that could be more RELIABLY balanced or counterbalanced based on the mechs themselves, and not on theorycraft of how good the mech could be with certain weapon configurations. I believe this would also give purpose and viability to the alternate configurations of mechs, depending on battle conditions.
(the important part to remember about doing something like this, is you don't have to have the current PGI ruleset and weapon values/quirks we have currently, those could be erased... damage could actually be halved to compensate for stock armor, or whatever to improve TTK issues, even introduce a new role warfare xp system for pilots/mechs to customize or "quirk" so to speak)

I believe that the current issues of ghost heat, ECM, laser vomit, boating, meta, balance and others I'm not thinking of atm are primarily because of too much freedom to abuse the mechbuilding system in TDM. If we were to free CW from the TDM mentality, I think CW could be something just as enjoyable, if not moreso than just having an "extended assault TDM" that we have right now.

But I think in order for CW to motivate me to play, it needs to be something more... it needs to stop being the same old TDM first.

Edited by 00ohDstruct, 08 August 2015 - 08:21 PM.


#6 Tasker

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Posted 08 August 2015 - 08:28 PM

Clan get more tonnage and bad IS player get duped into using **** mech.

Good idea.

#7 Livewyr

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Posted 08 August 2015 - 08:35 PM

View PostxMEPHISTOx, on 08 August 2015 - 06:36 PM, said:

your first paragraph is the winner.
there is a reason why WoT has been so successful (i played for few years competitively with great fun had and much gold earned) and MWo could learn from the wargaming folks who created it.
First get rid of the pug riff raff that muddles the playing grounds, make it only for units to participate.
Second, give more control to said units in control of logistics and where one attacks next. Finally reward holding planets with MC thus giving proper motivation to increase activity/participation.
cap number of players a unit can have as well.
there is a very good reason why wot had and has such a successful cw's arena. mwo would be wise to learn from wargaming on the matter of cw's.


Having gold territories worked in WoT only because they had a strict pay2win scenario for the longest time. (Gold ammo/consumables)

Here, we have MC that can buy mechbays, exchange XP, and buy mechs/paints/consumables. (The consumables are not better than the upgraded free ones though.)

The playerbase will simply not allow P2W consumables. (Somehow, WoT got away with it, lol)

The MC only has value here, in larger quantities- and is realistically their main form of income.. in limited bursts. You're only going to need so many mechbays and colors... there is no continuous flow of MC such as their was in WoT Gold.

Thus, it should benefit in other ways, I think. (PGI is going to run into problems of people only having to use Cbills once per items/mech when the content creation starts to dry up, but that's for them to solve later, if they do.)

View PostPalor, on 08 August 2015 - 06:49 PM, said:


This, I would love to see a pug only CW, keep the so called riff raff out of Unit CW and let units fight it out.


Playerbase will never be that large. Should instead work on convincing the pugs to join/form units. (Star Wolves started as a casual unit.. now its one of the largest, if not largest, units)


View Post00ohDstruct, on 08 August 2015 - 07:39 PM, said:

My honest thought to make CW better is to have a separate game profile between CW and TDM (skirmish, conquest, assault.) Having more carrots on a stick are nice, but it doesn't change my personal issue of SSDD feeling with CW.

But I believe the ability to have one profile and two separate modes (I'll explain) would benefit the community.

Everything we've bought with cbills, cash, or MC from past to present stays inside TDM mode. This mode would be mainly for meta play, comp play, and just casual having fun. Build your big stompy robots just like the past couple of years as you've always done.

CW mode would be a fresh slate, with game play focused on economy, unit building, planetary capturing and defending. Personally I think the biggest thing would be having some form of Stock Mech only or VERY limited mech building as to steer away from metabuilding. That way mechs could have a more reliable battlevalue for spreadsheet data, and predictable performance that could be more RELIABLY balanced or counterbalanced based on the mechs themselves, and not on theorycraft of how good the mech could be with certain weapon configurations. I believe this would also give purpose and viability to the alternate configurations of mechs, depending on battle conditions.
(the important part to remember about doing something like this, is you don't have to have the current PGI ruleset and weapon values/quirks we have currently, those could be erased... damage could actually be halved to compensate for stock armor, or whatever to improve TTK issues, even introduce a new role warfare xp system for pilots/mechs to customize or "quirk" so to speak)

I believe that the current issues of ghost heat, ECM, laser vomit, boating, meta, balance and others I'm not thinking of atm are primarily because of too much freedom to abuse the mechbuilding system in TDM. If we were to free CW from the TDM mentality, I think CW could be something just as enjoyable, if not moreso than just having an "extended assault TDM" that we have right now.

But I think in order for CW to motivate me to play, it needs to be something more... it needs to stop being the same old TDM first.


I think seperating the two would be a mistake. Community Warfare should have an effect on public play matches, just as public play matches have an effect on community warfare. (The elited mechs you bring to community warfare are generally a result of public matches.)
Community Warfare should have direct benefits to encourage people to play it if for no other reason than those benefits...and should have benefits for the public queues to encourage people to play it in order to enhance their position in the public queues.

Separating the assets (especially starting people over) would, I believe kill it immediately. Especially for those people who purchased mechs with cash or MC.

#8 lol lol lol lol lol lol lol lol

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Posted 08 August 2015 - 09:06 PM

View PostLivewyr, on 08 August 2015 - 08:35 PM, said:

I think seperating the two would be a mistake. Community Warfare should have an effect on public play matches, just as public play matches have an effect on community warfare. (The elited mechs you bring to community warfare are generally a result of public matches.)
Community Warfare should have direct benefits to encourage people to play it if for no other reason than those benefits...and should have benefits for the public queues to encourage people to play it in order to enhance their position in the public queues.

Separating the assets (especially starting people over) would, I believe kill it immediately. Especially for those people who purchased mechs with cash or MC.


oooookay then... make the mechs bought in TDM unlocked and usable in CW then, but they don't get to bring their meta with them? Again I'm talking about a fresh start with fresh ideas, none set in stone. My biggest issue is having the same damned gameplay, same need for metamech, but in an extended Team Deathmatch mode.

PGI could remove the whole planetary system right now, and may just as well have a "HIGH SCORE" or a "TOP 3 FACTIONS" with the system its using now. PGI could completely remove CW and inject a new mode "EXTENDED ASSAULT MODE" (which is basically what it is), and be done with it. As it stands 8 months later, it has become nothing new, and doubtfully nothing more that what it already is, and no matter how many EVENT WEEKENDS, carrots, free UAV's or warhorns they throw out, it won't attract any more people that give a damn unless they do something different.

CW as it is, is a barely viable game mode because it's only being played by the last few people who can stomach playing TDM for the past few years. Right now it has all of the devoted population it's ever going to have with the state of the game and modes available.

#9 Livewyr

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Posted 09 August 2015 - 01:24 AM

View Post00ohDstruct, on 08 August 2015 - 09:06 PM, said:


oooookay then... make the mechs bought in TDM unlocked and usable in CW then, but they don't get to bring their meta with them? Again I'm talking about a fresh start with fresh ideas, none set in stone. My biggest issue is having the same damned gameplay, same need for metamech, but in an extended Team Deathmatch mode.

PGI could remove the whole planetary system right now, and may just as well have a "HIGH SCORE" or a "TOP 3 FACTIONS" with the system its using now. PGI could completely remove CW and inject a new mode "EXTENDED ASSAULT MODE" (which is basically what it is), and be done with it. As it stands 8 months later, it has become nothing new, and doubtfully nothing more that what it already is, and no matter how many EVENT WEEKENDS, carrots, free UAV's or warhorns they throw out, it won't attract any more people that give a damn unless they do something different.

CW as it is, is a barely viable game mode because it's only being played by the last few people who can stomach playing TDM for the past few years. Right now it has all of the devoted population it's ever going to have with the state of the game and modes available.


I see what your after, and I would like to get more of a Battletech feel out of it, but unfortunately, there will always be meta. Even if there was pure "stock" mech mode, you would have a meta. (WHK Prime, King Crab, SCR-Prime,. etc..)

The best PGI can do, is to make things as close as possible so that the premier build(s) is only premier bit the slightest of margins.

#10 lol lol lol lol lol lol lol lol

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Posted 09 August 2015 - 02:09 AM

View PostLivewyr, on 09 August 2015 - 01:24 AM, said:

... there will always be meta. Even if there was pure "stock" mech mode, you would have a meta.


But you could BALANCE when there are less variables, bro. That's the key point that's being missed.

#11 Livewyr

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Posted 09 August 2015 - 02:23 AM

View Post00ohDstruct, on 09 August 2015 - 02:09 AM, said:


But you could BALANCE when there are less variables, bro. That's the key point that's being missed.


Reducing the customization does not reduce the variables.. the variables were already placed with the ORIGINAL CONFIGURATIONS.


Exactly what would you do with the Locusts?

#12 Elizander

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Posted 09 August 2015 - 04:50 AM

As a solo player it boils down to:

1) Wait time
2) Unique cosmetics that are themed for the faction (geo mechs, camo, colors, cockpit items, branded weapons, etc)

#13 Livewyr

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Posted 09 August 2015 - 07:51 AM

View PostElizander, on 09 August 2015 - 04:50 AM, said:

As a solo player it boils down to:

1) Wait time
2) Unique cosmetics that are themed for the faction (geo mechs, camo, colors, cockpit items, branded weapons, etc)


As of right now, that is the case.

That is fairly poor motivation for the end-game content/ "Epic War."

Edited by Livewyr, 09 August 2015 - 07:51 AM.


#14 Chef Kerensky

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Posted 09 August 2015 - 01:26 PM

motivations huh

https://www.youtube....Q6335puOc#t=25s

#15 ApolloKaras

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Posted 09 August 2015 - 08:09 PM

View PostTasker, on 08 August 2015 - 08:28 PM, said:

Clan get more tonnage and bad IS player get duped into using **** mech. Good idea.

lol... typical NVKA fashion one liner against a well thought out post.

I like the thought process Live. I think they need to be able to administer some sort of reward system otherwise CW is just a wash really. There really isn't any incentive to play, there's no reason to play it other than lolplanets... The good thing with this it actually gives us a reason to play.

#16 Scoops Kerensky

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Posted 09 August 2015 - 10:16 PM

View PostSaxie, on 09 August 2015 - 08:09 PM, said:

lol... typical NVKA fashion one liner against a well thought out post.



Wise man once said, 'brevity soul of wit'. Long-winded loudmouths on this forum could learn thing or two from it.

#17 zeves

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Posted 09 August 2015 - 10:18 PM

cw as it is now is a placeholder, im sure they have plans for more than this.

until then we just have to be patient

Edited by zeves, 09 August 2015 - 10:20 PM.


#18 Kjudoon

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Posted 09 August 2015 - 10:38 PM

Make CW a campaign mode with r&r costs transit costs and bonuses for taking and holding planets for factions and units. Making trips of longer distance reward less. Until you put units into game as assets at fixed locations this is going to continue to be a meaningless epeen leaderboard for trolls to compare mancards.

That is why cw is a leper of a mode. CW must be philosophically and functionally different beyond skirmish mode with respawn and turrets on small maps with choke points.

Its why i cannot bother to play it anymore. Then again i gave up on it after Grim Portico.

There was no "there" there.

#19 Rear Admiral Tier 6

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Posted 09 August 2015 - 10:53 PM

just up the c-bill rewards for lonewolves,nothing massive,10-20 percent is enough to give a reason to play it

good old american way,pribe them until they do what you want em to do

#20 Koshirou

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Posted 10 August 2015 - 01:33 AM

View PostSaxie, on 09 August 2015 - 08:09 PM, said:

lol... typical NVKA fashion one liner against a well thought out post.

The one liner was better thought out.





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