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21 Hour Attack Windows


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#21 DarklightCA

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Posted 01 February 2016 - 02:09 PM

View PostSandpit, on 01 February 2016 - 12:16 PM, said:

Ceasefire is pointless in my opinion. There's not a single solitary reason they can't be updated in live time instead of having a ceasefire period required to update the map.


I think they have a ceasefire to let all the remaining games play out so their matches can be counted towards the planetary conquest or defense but I could be wrong.

#22 FREDtheROLF

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Posted 01 February 2016 - 03:38 PM

I would just flip planets at 75% and then be able to move on.

This could chne the entire map in on night and back the other day.
A all your work would have a direct impact.

even large groups got to sleep.

FtR

Edited by FREDtheROLF, 01 February 2016 - 03:38 PM.


#23 Jae Hyun Nakamura

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Posted 02 February 2016 - 09:45 AM

I like your idea OP if the 3 hour ceasfire will be in north american/canadian main play time ;p

No ceasfire needed imo. But i still prefer longer shift tines for planets and less attack lanes on borders.

More like: "We write the 23rd of October 3049. Davion Military decided an aproach for planets x,y and z at their border to Kurita tertory. Planet x and y will be conquered for a tactical purpous to get the main fleet and mechs on planet z for a takeover of (insert random resource here). The attack phase will end on the 1st of September to plan further actions."

Something like this for the lore part (and moar fun and depth).

#24 Sandpit

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Posted 02 February 2016 - 10:38 AM

View Postl)arklight, on 01 February 2016 - 02:09 PM, said:


I think they have a ceasefire to let all the remaining games play out so their matches can be counted towards the planetary conquest or defense but I could be wrong.

I know why PGI does it, I stand by my earlier statement ;)

There's no reason that technology and coding available to the Devs at PGI prevents them from being able to update this stuff without a ceasefire. It's not rocket science and there's tons of games out there that do this stuff in live time. So if nothing else, they could just follow those examples of how to accomplish it technologically.

Most of "can't" in MWO results from an inexperienced dev team working on a game engine nobody had any prior experience working with with limited resources and manpower.

#25 DarklightCA

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Posted 02 February 2016 - 11:00 AM

Fair enough.

#26 Sandpit

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Posted 02 February 2016 - 11:25 AM

View Postl)arklight, on 02 February 2016 - 11:00 AM, said:

Fair enough.

I just think it's time we started holding PGI to a higher standard. yes, they're a small team. Yes, they're a little inexperienced in some areas. Yes, they are professionals. Yes, they are a multi-million dollar professional game development company. Yes, it's time they stopped hiding behind the "but we're small" excuses on everything.

There are certain things specifically to CW and MWO that players, amateurs, hobbyists, figured out how to fix 15 years ago. Without the technology, tools, and resources of a professional company.

In their spare time.

Why can things like
Dynamic drop weights for planets

Distance

Dropship supply and cost

Dynamic mech pricing based on faction affiliation AND dynamic fluctuation based on chassis performace (low performing chassis get discounted, high performing go up in cost)

R&R that doesn't create a situation where players wind up in a negative hole

Real-time planet attack and defense without need for long pre-ordained "ceasefires"

Varied mission types based on things like mech tonnage, max and min speed requirements, BV, and a myriad of other factors to help create more usefulness for not only different chassis, but different force composition



I understand coding languages change, difficulties with different game engines, etc.

What I don't understand or accept at this point is "can't due to tech limits"

#27 gloowa

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Posted 04 February 2016 - 01:42 AM

How about making it non-global ceasefire? Whenever % of given planet reaches set value, ceasefire on that planet starts, we wait for current matches to finish and then do a tally, and flip (or not) the planet accordingly... Is there a reason it's not set like that that i'm not seeing?

#28 Sandpit

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Posted 04 February 2016 - 08:29 AM

View Postgloowa, on 04 February 2016 - 01:42 AM, said:

How about making it non-global ceasefire? Whenever % of given planet reaches set value, ceasefire on that planet starts, we wait for current matches to finish and then do a tally, and flip (or not) the planet accordingly... Is there a reason it's not set like that that i'm not seeing?

The only reason I've ever heard and seen is "can't due to tech reasons". There's a lot of processes in CW that are just far more complicated than they need to be and don't solve the issues they were created to solve in the first place...





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