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Cw - An Idea On How To Make Planets Matter

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#1 TheArisen

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Posted 07 November 2015 - 08:25 PM

The idea is simple. Have planets give cbill/loyalty/xp bonuses if you use mechs produced on them or by their original faction.

This has to be chassis based because variants would get way too complicated.

Even if only certain planets such as Robinson or Hesperus II gave bonuses it'd improve the importance of planets on a tactical level.

Thoughts? Comments?

#2 Light-Speed

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Posted 07 November 2015 - 09:15 PM

I don't believe for one moment that some kind of value for captured planets wasn't suggested before.

But then PGI already got their hands full with the current crisis and they certainly don't have time doing anything other than fixing crap.

#3 Makenzie71

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Posted 07 November 2015 - 09:33 PM

Planets are already matter.

#4 RedThirteen

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Posted 07 November 2015 - 09:36 PM

To make it substantially more simple - half the number of planets in field! Currently I reckon there are more planets than there are active CW participants. Smaller playing field - more dynamic back-and-forths, far more visible territory shifts. This is a beta, after all. There should be far more experimentation than there is going on currently.

#5 Triordinant

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Posted 07 November 2015 - 11:19 PM

Should this be in the CW forum?

#6 Kjudoon

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Posted 07 November 2015 - 11:32 PM

The planets don't matter because winning or losing does not affect you, your unit or faction in any fundamental way. A blinky light on a leaderboard screen means nothing except to the insecure.

Of course, making the fight meaningful in all hours of the day is of move importance. That is why I post once again the "Boxing Round Solution". A spamming of ghost drops in the last 2 hours will not take the planets. successive victories and holding territory over time does.

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I get what PGI is doing with their attack windows, but this isn't working for victory. I go back to my "Boxing Round" proposal. I think it should be spread out over multiple days, but whatever, let's take it for what it's worth.

Here is a modified version for day long play.

- Every hour of planetary control = 1 Victory Point (VP) for that side.
- An hourly VP is assigned by the side that holds the most sectors for 31 minutes of each hour.
- Sectors are won by most winning drops COMPLETED in the hour period regardless of when the search started.
- Ghost drops count 25% of a regular drop (to simulate the value of lost equipment versus winning unopposed)
- The side that has 12 VP at the cease fire wins control of the planet. (23 contestable / 1 ceasefire)
- Planets enter a 1-3 day cooldown (no counterattack) when go over 80% control by one side. This moves the front.
- Planets controlled between 51-80% will switch control/defender, but resume fighting after ceasefire.
- Territories are NOT reset after ceasefire. They remain in same status till 80%+ is controlled at the next cease fire, then reset.

What this means is every hour is individually important, and the more VP you take early after ceasefire, the planet can be won in the first 12 hours after ceasefire, but won't be taken off the table if during the remaining 11 hours, attackers win at least half the matches.

This is one way to keep things fairly simple, front load the importance of non-NA timezones, encouraging growth overseas, but leaving the last hours important in either keeping opportunity to keep attacking in the hands of the populated NA time zones. It also gives a standing advantage to defenders because they have great opportunity to keep earning victory points early on without effort being pushed by the attacker.

I'm sure there are flaws, but this is my effort to provide with a more equitable, and fair way to contend for planets without alienating anyone too badly.


This is the raw idea. I've been posting it off and on for a year, and see it as a very equitable way to treat all time zones without favoring one. It prevents a planet from being 'taken in your sleep' as you or your contemporaries have a chance to defend it no matter where you live in the world.

As for planets not mattering, until they create a functional economy based on limited resources and insert players into the map... so to speak with logistical, economic and 'political' limitations, you got no meaning to any victory or loss. If you lose a planet and the cost of medium lasers jumps 5% or double heatsinks drops 2% or suddenly you can't get parts for Ravens anymore except on the black market because your planet that manufactures them is in enemy hands... THEN they mean something. Till then... we're just fooling around.

#7 TheArisen

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Posted 08 November 2015 - 10:17 AM

View PostKjudoon, on 07 November 2015 - 11:32 PM, said:

As for planets not mattering, until they create a functional economy based on limited resources and insert players into the map... so to speak with logistical, economic and 'political' limitations, you got no meaning to any victory or loss. If you lose a planet and the cost of medium lasers jumps 5% or double heatsinks drops 2% or suddenly you can't get parts for Ravens anymore except on the black market because your planet that manufactures them is in enemy hands... THEN they mean something. Till then... we're just fooling around.


Well I doubt CW will ever affect the cost of weapons, etc. Because some people don't play CW. I think it could be a good idea to implement repair & rearm in CW. Then they could have planets affect the r&r rates alongside general rewards.

There is a bit of a question as to how much costs should go up or rewards go down depending on lost planets.

The obvious thing with this idea is to make sure things don't get bad enough so that people don't play. Good play should always be rewarded IMO. On the flipside, losing a few planets needs to have a notable affect and losing many planets needs to be a big problem. Or just losing "key" planets could have that serious affect.

#8 Khobai

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Posted 08 November 2015 - 10:48 AM

CW planets need to give two bonuses:

first bonus is just a cbill bonus that goes to players that helped capture the planet as an incentive to capture planets. similar to the contract bonus for winning, but only pays out if the planet is captured.

the second bonus would be a faction-wide bonus representing the specific production capabilities of that planet. each planet would specialize in producing one thing (mechs, weapons, etc...) and owning that planet would give your faction a discount when buying that item

additionally some planets could have "facilities" which would convey advantages to the defending team in the fight. things like hpg generators, aerofields, artillery batteries, ammo caches, repair bays, etc... and maybe even give players the ability to spend cash to purchase facilities to upgrade planets.

Edited by Khobai, 08 November 2015 - 10:51 AM.


#9 Nightmare1

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Posted 08 November 2015 - 10:51 AM

I liked PGI's original plan where the Mechs you could play would depend on your Faction and its planetary ownership. The costs would also depend on planetary ownership. For example, let's say that each Faction has one planet that produces an Atlas variant that is common tech. Faction 1 takes Faction 2's Atlas planet away from it. The cost of Faction 1's Atlases decreases substantially while Faction 2's Alas costs increase significantly (to emulate having to shift production or buy from the black market).

Faction specific Mechs that are uncommon tech would only be available to a Faction if the Faction owned that planet. For example, Davion pilots would only be able to use Dragons in CW if the Dragon factory planet in Kurita Space had been captured. The Kuritans would lose their uncommon Dragon Unit until they recaptured the planet from the Davions.

I also liked the idea someone mentioned about having different weapon variants like an AC/20 with lower heat, another with a faster firing rate, a third with more range, and a fourth with better crits; each produced at a different planet. Capturing the planet unlocks the tech for a Faction. If they lose the planet, they retain the tech, but have to pay more for it than the Faction which recaptured the planet.

Anyways, just my two cents.

#10 Khobai

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Posted 08 November 2015 - 10:56 AM

Quote

I liked PGI's original plan where the Mechs you could play would depend on your Faction and its planetary ownership. The costs would also depend on planetary ownership. For example, let's say that each Faction has one planet that produces an Atlas variant that is common tech. Faction 1 takes Faction 2's Atlas planet away from it. The cost of Faction 1's Atlases decreases substantially while Faction 2's Alas costs increase significantly (to emulate having to shift production or buy from the black market).

Faction specific Mechs that are uncommon tech would only be available to a Faction if the Faction owned that planet. For example, Davion pilots would only be able to use Dragons in CW if the Dragon factory planet in Kurita Space had been captured. The Kuritans would lose their uncommon Dragon Unit until they recaptured the planet from the Davions.


Problem with that idea is it doesnt work for clans. Clan mechs arnt produced on planets in the inner sphere.

Plus people would RIOT if they couldnt use the mech they wanted. Especially since some factions are doing really badly in CW and can barely take any planets.

Quote

I also liked the idea someone mentioned about having different weapon variants like an AC/20 with lower heat, another with a faster firing rate, a third with more range, and a fourth with better crits


yeah no

they cant even balance the small number of weapons we have now

Edited by Khobai, 08 November 2015 - 11:51 AM.






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