

Max Players Per Game?
#1
Posted 09 December 2015 - 05:21 PM
Does anyone know or have an idea or what it might be?
#2
Posted 09 December 2015 - 06:59 PM
#3
Posted 09 December 2015 - 07:00 PM
#6
Posted 09 December 2015 - 10:29 PM
But, the game isn't designed for more than 12v12 at the moment, and I reckon there would be other issues if it goes more than that
#7
Posted 09 December 2015 - 11:03 PM
#8
Posted 09 December 2015 - 11:12 PM
Ghogiel, on 09 December 2015 - 11:03 PM, said:
Interesting, thanks for the info, I did not take map size into consideration.
Edited by Homeskilit, 09 December 2015 - 11:26 PM.
#9
Posted 09 December 2015 - 11:21 PM
Ghogiel, on 09 December 2015 - 11:03 PM, said:
Couldn't you just scale things down to get around the 4kmx4km limitation?
Sounds like a usable idea to me but there is this thought along side it that says it would probably cause issues.
#10
Posted 10 December 2015 - 12:35 AM
Rezonus, on 09 December 2015 - 11:21 PM, said:
Sounds like a usable idea to me but there is this thought along side it that says it would probably cause issues.
I've seen some games that have done something like that. But you would still lose some precision and physics would be a bit odd, so I imagine there is diminishing returns to doing that.
#11
Posted 10 December 2015 - 04:54 AM
Homeskilit, on 09 December 2015 - 08:11 PM, said:
doubt it, servers these days are more powerful for less than even a year or six months ago. They are also way cheap and more space for more instances can be bought with easy. I'd wager it more that that's what PGI have the maps for 12 v 12 (which is good number for each round regards queue time and 'from dead to end' waiting) and haven't broken out larger maps due to a combo of population and playability issues.
#12
Posted 10 December 2015 - 12:20 PM
Raggedyman, on 10 December 2015 - 04:54 AM, said:
I was secretly hoping it would be something along these lines. I think 8v8 or 12v12 is perfect for the solo que experience but I always felt CW needed to be more like a battalion level battle. It does not necessarily have to be that big, but I do not feel like the 4x waves that CW currently is does not capture a large scale battle very well (it is more like 4x solo que matches in one). I also think taking different mechs into a single CW match takes away from the immersion experience because you are no longer a "light mech pilot" or a "heavy mech pilot" with a specific role and tasks to complete for your team.
Granted this is all a pipe dream (and my personal opinion), but I was just curious if anyone else felt like CW would be better with bigger drops and no respawns.
#13
Posted 10 December 2015 - 12:40 PM
Homeskilit, on 10 December 2015 - 12:20 PM, said:
Granted this is all a pipe dream (and my personal opinion), but I was just curious if anyone else felt like CW would be better with bigger drops and no respawns.
Bigger drops would be interesting, but without the respawn you get the problem of "what does dead player 1 do whilst waiting for player 104 to die" which is really off-putting. People get annoyed enough with that in quickplay, and if it's larger forces it's a long time to the drop so people would be really frustrated by it.
Larger, more complicated missions and objectives would also be interesting, but they suffer from people learning how to 'perfect route' them and becoming more dull than a blunt 'charge-in' like we already have. The only way you can get around that is some really heavy randomisation of missions (which is hard) or putting in more logistics to the game so that you get organisational tactics as well as battlefield tactics (which kills casual play and often results in 'whoever doesn't sleep, wins'),
None of which is to say its not possible, just that it's a swine to do right, there are a load of hidden problems involved, and it'll cost a lot to produce a less accessible game.
#14
Posted 10 December 2015 - 12:56 PM
Raggedyman, on 10 December 2015 - 12:40 PM, said:
I think people would just disconnect like they do now, no big deal. Though if it were interesting to watch they might hang around and watch the battle unfold.
Raggedyman, on 10 December 2015 - 12:40 PM, said:
I agree that randomly generated maps would be the way to go (is this even possible?). If the map is always different a drop commander would have to read the terrain and respond to different positioning by the opponents and objectives every match (this would also make scouting so much more important). I thought solo que was for casual play and CW was for the "immersion"? I think limiting the number and time the matches are held would help the "who can play more wins" thing by turning CW weekly/weekend events instead of a constant thing.
Raggedyman, on 10 December 2015 - 12:40 PM, said:
Totally agree, it is a pipe dream, but I enjoy floating ideas and discussing them, thanks for entertaining it a bit.
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