

...sucks? Or So It Seems.
Started by Madrummer, Nov 07 2015 11:25 AM
11 replies to this topic
#1
Posted 07 November 2015 - 11:25 AM
Okay, maybe "sucks" is a harsh thing to say, but I figure it fits the sentiment I am trying to get across, here.
It really seems like CW should either be totally overhauled or in the least retooled quite a bit. Not enough people play it, and when they do, they needlessly stack on planets to outrageous amounts (I'll see a 22/70 queue on one planet, and 3 others with 3/5 or something to that tune). I've been talking to people in the pubs about this, and what I've come to is basically people want one or more of the following:
1) Either incentivise spreading out the queues, or outright limit the queue stacks to a closer 1:1 ratio (if there's not a 1:1 ratio like 12/8, 23/22, or 24/31) to stop the queues from stacking up on one side giving boring ghost drops.
2) Allow more factions to interact with each other. I know it breaks lore a bit and will make for a spottier map, but nobody really cares much about the map except as an epeen and at this point, an increase in fun definitely outweighs any other means in this game mode.
3) Lower the CW group queue size to 8.
Those are all valid and supported by a lot of people in pub queue chats, but...
I like my own personal recommendation: Scrub CW for a more long-term objective based "missions" mode. Or, Hell, just add it in. Something more akin to the MW universe than straight-up combat (which regardless of the mode turns into Skirmish the majority of the time anyway). Make smaller 4-5 man queues (y'know, a lance or smaller) that would have to do missions which they're hired out for to help expand their influence or support the war effort.
Y'know, like defend a transport of goods (weapons, comm parts, persons of interest or something) against waves of attacking troops (tanks, choppers, and a couple AI Mechs here and there). Or assault an enemy's Communications Array, or destroy several key points in a pipeline network. Maybe an assassination mission would be fun, or a "destroy the convoy" (instead of defend) mission. Scouting missions could even be fun, where you have to avoid randomly placed turrets moving carefully, and if you trigger one they alert nearby patrols or something, y'know? SO MUCH you could do for missions. And do it like you have the map vote going, now. You could then use CW during events, and depending on how people have done in mission objective modes will determine just how strong their turrets are, how tough their generators are, and how quickly they drop back in after killed.
*shrug* just some ideas on how to make the game more dynamic. ...thoughts?
((oh and sorry for the "...sucks" title))
It really seems like CW should either be totally overhauled or in the least retooled quite a bit. Not enough people play it, and when they do, they needlessly stack on planets to outrageous amounts (I'll see a 22/70 queue on one planet, and 3 others with 3/5 or something to that tune). I've been talking to people in the pubs about this, and what I've come to is basically people want one or more of the following:
1) Either incentivise spreading out the queues, or outright limit the queue stacks to a closer 1:1 ratio (if there's not a 1:1 ratio like 12/8, 23/22, or 24/31) to stop the queues from stacking up on one side giving boring ghost drops.
2) Allow more factions to interact with each other. I know it breaks lore a bit and will make for a spottier map, but nobody really cares much about the map except as an epeen and at this point, an increase in fun definitely outweighs any other means in this game mode.
3) Lower the CW group queue size to 8.
Those are all valid and supported by a lot of people in pub queue chats, but...
I like my own personal recommendation: Scrub CW for a more long-term objective based "missions" mode. Or, Hell, just add it in. Something more akin to the MW universe than straight-up combat (which regardless of the mode turns into Skirmish the majority of the time anyway). Make smaller 4-5 man queues (y'know, a lance or smaller) that would have to do missions which they're hired out for to help expand their influence or support the war effort.
Y'know, like defend a transport of goods (weapons, comm parts, persons of interest or something) against waves of attacking troops (tanks, choppers, and a couple AI Mechs here and there). Or assault an enemy's Communications Array, or destroy several key points in a pipeline network. Maybe an assassination mission would be fun, or a "destroy the convoy" (instead of defend) mission. Scouting missions could even be fun, where you have to avoid randomly placed turrets moving carefully, and if you trigger one they alert nearby patrols or something, y'know? SO MUCH you could do for missions. And do it like you have the map vote going, now. You could then use CW during events, and depending on how people have done in mission objective modes will determine just how strong their turrets are, how tough their generators are, and how quickly they drop back in after killed.
*shrug* just some ideas on how to make the game more dynamic. ...thoughts?
((oh and sorry for the "...sucks" title))
#2
Posted 07 November 2015 - 11:52 AM
No. CW pretty much sucks right now.
#3
Posted 07 November 2015 - 12:21 PM
That's a really good idea. Aren't they already scaling us down in to sub-groups of a lance for the upcoming "scout planet" mode? I haven't kept up with it.
But if they do that, how hard would it be to create rotating solo missions available to do for your faction? Something that contributes to planetary defense or attack like the "scout planet" mode will.
And yah, I like the old solo missions where you had to escort the ministers car or ambush a convoy.
But if they do that, how hard would it be to create rotating solo missions available to do for your faction? Something that contributes to planetary defense or attack like the "scout planet" mode will.
And yah, I like the old solo missions where you had to escort the ministers car or ambush a convoy.
#4
Posted 07 November 2015 - 12:54 PM
Or make winning planets usefull. Like a hughe! Payout in cbills and lp if You took part in a sucessfull attack or defense. The second ceasefire starts hand out large paycheks to people having taken/defended a world.
That way people would split out more and is could use the nummerical advantage as clans simply would struggle defending so many planets at the same time
That way people would split out more and is could use the nummerical advantage as clans simply would struggle defending so many planets at the same time
#5
Posted 07 November 2015 - 01:10 PM
They want to do a giant untested update rather than piecemeal us improvements
The only problem with that is it leaves CW limping along in bad shape
The only problem with that is it leaves CW limping along in bad shape
#6
Posted 07 November 2015 - 03:15 PM
Well I sort'a took this idea and ran with it in a post I just put up about an hour ago in General.
Buuuut it is already getting buried under new posts lol. If you want to check it out and see if we can get some attention shone on it...here's a tinyurl to it
http://tinyurl.com/mwomissions
Buuuut it is already getting buried under new posts lol. If you want to check it out and see if we can get some attention shone on it...here's a tinyurl to it
http://tinyurl.com/mwomissions
#7
Posted 09 November 2015 - 02:49 AM
I agree with Kin3ticX, CW Phase 3 is what many people hope for, but it won't help making CW more attractive to the community at large.
#8
Posted 09 November 2015 - 03:35 AM
in phase 3 , there will not be solved 12 man versus 12 pugs = CW FAIL again. looking to phase 4.
#10
Posted 09 November 2015 - 08:41 AM
what can you say ... minimally viable product. At least I have some alpha and beta invites to look forward to this month.
#11
Posted 09 November 2015 - 11:33 AM
Madrummer, on 07 November 2015 - 11:25 AM, said:
2) Allow more factions to interact with each other. I know it breaks lore a bit ...
There is plenty of precedent in Lore for allowing troops from other factions to share in the role of attack in pursuit of an objective for a specific faction. Allowing shared attacks, just like our current shared defenses, does not violate the lore.
This small change, however, would likely cut waiting times in half. Warriors who are just looking to fight will go to the sound of the guns - wherever the battle is happening. Right now, available troops sit idle waiting for a full twelve to attack - and the defenders sit idle waiting on the attack queue. Faction only attacks is jamming up the entire system.
There also needs to be an ALL Faction Chat - so the warriors can communicate as to where the battles are happening or will be happening. Currently we get twelve attackers on one planet, and twelve defenders on another planet - and no fighting while 24 players stand idle in queue.... sometimes for 30 minutes or more.
Warriors in queue also need to see the queue numbers - they will wait if they see opponents gathering - and they need to move when nothing is happening. More information is key to streamlining the operation of the system.
#12
Posted 09 November 2015 - 01:10 PM
FK lore and make a good fps game.
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