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What Actually Is Cw Phase 3?

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#21 Johnny Z

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Posted 22 August 2015 - 04:12 PM

Good question.

Currently the Galaxy map is nothing more than a new game mode on a very few half done maps. (aside from dropships, eject, and a few other new additions)

Phase 3 will actually make it more like an galactic multi faction battle using logistics.

Absolutely nothing is known about the details of Phase 3.

Edited by Johnny Z, 22 August 2015 - 04:15 PM.


#22 ScreamingSkull

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Posted 22 August 2015 - 04:15 PM

They need to keep stock mechs only in CW. Mechs should be earned from your faction and be highly valued. There also should be meaningful faction leadership, where high ranking players (whether elected democratically or through combat trials) are able to decide points of attack and defense, form alliances, and reward faction members with new equipment, mechs, medals, etc.

Edited by ScreamingSkull, 22 August 2015 - 04:26 PM.


#23 nehebkau

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Posted 22 August 2015 - 04:26 PM

View PostScreamingSkull, on 22 August 2015 - 04:15 PM, said:

They need to keep stock mechs only in CW. Mechs should be earned from your faction and be highly valued.


ya know, there may be some merit to that position game-wise, however, it would interfere with PGI's current money generation strategy.

#24 Deathlike

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Posted 22 August 2015 - 04:45 PM

There is guaranteed to be more grinding in Phase 3.

The Paulconomist expansion is coming™.

#25 FupDup

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Posted 22 August 2015 - 06:52 PM

Beta 3.

#26 LordNothing

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Posted 22 August 2015 - 07:09 PM

pgi can use the assets and textures from the existing cw maps and use those to make additional maps with the same kind of setting (at reduced cost since you dont need to make new texture sets and objects). the idea is multiple maps representing different locations on the same planet, then each planet would use one set of maps. doesn't really make sense to do vitric forge on one node and emerald taiga on another, they are completely different environments that shouldn't both occupy the same world. you could do a map in each environment one for each future game mode. those modes can be implemented in passes.

instead of nodes, have a number of objectives you must meet to capture a planet, a scout mission, an invasion, then perhaps a counter attack and any additional game modes, planets are then won and lost on a tug of war system on a planet by planet basis (no cease fires, instead individual planets go on cool down after being won/defended). different planets would have different difficulty associated, length of the 'rope' (number of victories required to win), environmental (forge would be hard because hot), or laid out differently with additional turrets or beefier generators (or locate them in harder to defend locations). hard worlds have greater rewards. this helps balance skill levels, for example pugs can fight over the small outpost while teir ones fight over a major industrial center.

#27 Davegt27

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Posted 22 August 2015 - 07:46 PM

Quote

Alistair Winter
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Posted Today, 06:07 PM
Unless it's 4v4 or PVE, I don't care. They can reset the map ten times in ten days, they can add another set of armoured doors in front of the O-gens, they can make O-gens that you have to destroy in order to destroy the O-gens (yo dawg, I herd u like O-gens) or they can add some kind of 30,000 C-bill dropship fee (ermahgerd, lergistics!), and it won't matter one iota.

I'm not playing Invasion mode again unless they completely redesign it.


Was going to start a new thread but

I think CW has taken such a hit the only way to get people back into it

Is for people to see what they are up against before they drop

Right now you don’t know if you’re fighting pugs or the 228th until you hit the match


I know, I know you raise the BS flag and say wimps but at this stage players need to know they can have a fun
Challenging match

It’s about restoring confidence that CW can actually work (we don’t have the numbers to do a full match maker)

I feel that no matter what modifications you do, game modes you add to make them work you’re going to have to modify the “game maker”

I use this term since that is what it appears we have


This is what needs to be done (Game Maker)

1. Tell the players what you will be doing and “make it so”

For example tell them the game maker will make three or four passes in setting up a game (it probably does already but at this stage you need to be more transparent)

Pass one faction VS faction for example Jade falcon vs. Steiner, pass two, 12 man unit vs. 12 man unit, pass three, 12 man unit -20% vs. 12 man unit -20%

Note the much hated solo player or PUG or whatever you want to call them are there to help units, therefore they are limited to 20% of the 12 man drop for a match

Pass 4 pug vs. pug (no more than 20% can be the same unit tag


The assumption is one reason for the tier system is so it can be added to the CW game maker in the future


The next thing that needs to happen is all factions need to be brought under threat of attack I recommend a break from lore and add two more clans attacking the Marik and Liao areas

The next thing I call Up the pace, that means increase the speed of CW, each planet it taken in a best of 3 no more than 7 battles (the reason for this is to make it important for people to get into the battles quickly or lose)

The ideas for an increased CW rate of battle can be tested in a campaign or event with names taken after star clusters for example The Cygnus Campaign

CW Win conditions this is a hard one and is based on how long CW is to run between resets (at least initially)

I recommend a faster pace for CW; time frame would be 6 months but no longer then a year with several win conditions
1. Control Tera 2) Campaign wins, 3) battles won 4) planetary ownership

The faster pace can be tested with events

so there are some ideas for CW
right now CW has fallen to far down to think only 4V4 will bring it back


#28 Thorqemada

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Posted 22 August 2015 - 07:52 PM

4 vs 4 Scout Missions?

#29 Davegt27

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Posted 22 August 2015 - 08:07 PM

View PostThorqemada, on 22 August 2015 - 07:52 PM, said:

4 vs 4 Scout Missions?


4 Mech go against for mechs in a new CW mode call scouting missions can also be called Intel missions

Scroll down to my name I made a little CW info thing from the last town hall meeting

http://mwomercs.com/...phase-3-please/


#30 Kjudoon

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Posted 22 August 2015 - 08:25 PM

In real life logistics is what i do for a living and is the science of moving people and materials from one place to another as economically as possible and quickly as possible.

In this game i can only tell you my view of what it means is the economics and speed of movement on the cw map as all pilots Nd units become trackable asstets like game pieces on a board.

Ultimately it is the grand view of large scLe war and the costs to individuals and units to participate and succeed in it.

Without this level of functionality and meaning it is nothing than a specimen cup for measuring unit and individual urine samples making it academic and patently worthless save for those with ego and narcissism problems.

#31 MechaBattler

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Posted 22 August 2015 - 08:29 PM

Wasn't there something about units with permanent contracts being able to contract mercenary units?

My brother thought dividing up people by the actual faction map was stupid. He thought it would be more like World of Tanks where players create their own factions.

That made me think. CW as it is now, it's supposed to be "hardcore". But the way the map is, it divides up a lot of the competitive units, the "hardcore players". Where as if they had done it the other way. It could have worked in the favor of this notion. I know it wouldn't be Battletech without the lore of the factions, but the current setup seems counter intuitive to their early notion of "Hardcore mode".

Kinda feel like they should create a "Periphery wars" mode that lets competitive units with enough wins conquer planets for themselves. And instead of people dropping on planets to take them for their faction. They could just come up with modes that simulate battlefield objectives, the victories would contribute to the "battle-lines" and shift the around. Then all they need is some kind of "Weekly battle report" to satisfy the lore nerds.

Edited by MechaBattler, 22 August 2015 - 08:35 PM.


#32 Imperius

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Posted 23 August 2015 - 12:59 AM

CW failed because all the people that wanted it got tired of waiting and already left. Add to that the original cut of most of the communities numbers was the enforced 4 man only.

#33 Alex Morgaine

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Posted 23 August 2015 - 01:46 AM

View PostScreamingSkull, on 22 August 2015 - 04:15 PM, said:

They need to keep stock mechs only in CW. Mechs should be earned from your faction and be highly valued. There also should be meaningful faction leadership, where high ranking players (whether elected democratically or through combat trials) are able to decide points of attack and defense, form alliances, and reward faction members with new equipment, mechs, medals, etc.


Add that you start with one randomly selected mech and cw uses different currency to limit immediate trade/selling, allow a 1 to 1 mech trade system in cw, and very slow upgrade with a chance of failure= upgrades may not work right or need more time/mc before you can use(ppc/laser/ac/missile/etc don't fire/are hotter/etc, endo/xl engines need more rl time while"kinks"are worked out, etc) only problem is if mc is allowed to speed fixes, it'd be p2w... hmm, guys it'd have to be no mc to speed up, have to wait while the techs fix the problem then.

Oh and R&R returns mwahaha

Though to be fair stock mechs wouldn't cost as much to maintain in most cases





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