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New Cw Ideas

Gameplay

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#1 Adanar

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Posted 10 February 2016 - 06:34 AM

Hey there
ever since MWO started we have all been waiting for the CW. When it arrived, for me and I believe for several people , it was kind of a disappointment. All you do is again play individual matches whose outcome only affects a map on the CW screen. I have a few suggestions that would make CW much more interesting, which I wanted to discuss.

1. Each planet (only a few can be active in the beginning) is a single large unique map with 4-5 bases on it, in relative distance frmo each other.
2. Each base generates income
3. Each player is stationed at a single base but can travel to another base anytime
4. Each day, each base distributes its income to the players of the faction is belongs to, based on their ranking and usefulness for that day, but only if that faction has been holding that base for some time (2-3 days?)
5. Each player can only use base income to improve on the base he/she is stationed in. (turrets, mines, radar beacons on the way to the base, etc)
6. When a base is conquered, all upgrades are lost

None of the above I believe are difficult to implement (I am a computer programmer). What is more, this is the area I believe the game needs to improve on. We already have a balanced, realistic gameplay, a big variety of mechs, weapons and customization options so I think the next goal of the game should move into a similar direction like the one described above.

Edited by Adanar, 10 February 2016 - 06:34 AM.


#2 DarklightCA

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Posted 10 February 2016 - 07:21 AM

#5 sounds more or less like World of Tank's Strongholds.



Honestly not a bad idea and would provide a lot of depth to Community Warfare for Unit's and generate a lot of interest for Unit's to play Community Warfare and for players to join Unit's as well as a increased reason for Unit's to start defending planets they conquer making Community Warfare a bit more tactical.

Unit's can use their coffer system as a means of building up bases on planets they conquer and each base provides special bonus's to that unit and or planet or it can use its own special resource as a means of building planet structures that you only get through playing games in Community Warfare. Get more resources for winning than losing, get additional resources for mech salvage (killing mechs), etc.

Can have resource buildings that increase in cost to upgrade per level, buildings that give off like 2% increase in cbill earnings per level when fighting on that planet or a global earning, a building that increases XP earned, a building that increases GXP earned. Artillery stations that allow the use of Artillery as defenders on a planet that has the building, Airfields that allow the use of Airstrikes as defenders on a planet that has the building. Would make Community Warfare a lot more strategic.

Something like this would be a long way off though, there is a lot more things to give priority over something like that. There is a lot more content that needs to be added to make Community Warfare more playable and generate more interest in it before something like that can be added.

Edited by DarklightCA, 10 February 2016 - 07:25 AM.


#3 butchly13

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Posted 11 February 2016 - 01:49 PM

Just throwing it out there, but would a model similar to Elder Scrolls Online be attractive? Obviously the pace of ESO's multiplayer is ludicrously fast for a mech game. BUT some of the concepts more or less align with what OP is saying.

Factions control bases in their own zone with a subset being permanent bases that cannot be conquered/attacked. Perhaps a group would form up to attack an enemy base which would trigger an alert for players of the enemy faction. First 12 to join would drop and the games would begin. A 1 or 2 minute (or something relatively short) could be added to make sure the attacking team drops anyways, further motivating defenders to line up. Even if defenders don't join, or if just a handful do, the base defenses, depending on how built up they are, would at least do some amount of damage to the attackers.

Theoretically, a base may be built up enough to fend off a round or two of attackers if the defending team had enough money to build the base up in the first place. Further, once a turret, or wall, or whatever else was destroyed, it would have to be replaced using faction resources.





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