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Why Do We Still Use A 512 Unit Cap When...


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#1 Kin3ticX

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Posted 24 February 2016 - 07:48 PM

Why do we still use a 512 unit cap when 512 rivals the size of factions like Liao & Marik?

Players By Faction:
  • Davion: 1601
  • Kurita: 1477
  • Liao: 614
  • Marik: 678
  • Rasalhague: 1905
  • Steiner: 1740
  • ClanSmokeJaguar: 812
  • ClanJadeFalcon: 1974
  • ClanWolf: 2704
  • ClanGhostBear: 1269
Those #'s are from tuk2

Not even enough people in the south for the south to maintain its own border wars(unless you like turret drops).

I suppose another question is, why do we have 10 factions? but that is a whole topic all to its own. However, then you run into the problem of...so who loses their faction first? I would prefer hard alliances for some factions to pool their numbers, yet still allowing people to choose their favorite. </p>

#2 ice trey

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Posted 24 February 2016 - 11:35 PM

I have to admit, 512 seems really overkill.

I think that it would be best to put the limit at 108. That's the size of a Regiment in Battletech, and the size of most of the canon forces that we know of. If we can further classify units in terms of "Company" - 12 give or take, "Battalion" 36 give or take, and "Regiment" (up to 108), I think that it would keep things interesting.

#3 Wildstreak

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Posted 25 February 2016 - 06:52 AM

Why increase it?
Allowing Mega-Units gives too much power to a small number of overly large units to run CW only for themselves.
Not many play CW anyway, Tukayyid is a bad example for this too.

#4 sycocys

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Posted 25 February 2016 - 07:07 AM

Well I keep suggesting that we just pool all the CW drops into 3 buckets to eliminate the faction spread problem but there's too many people convinced that the map and planet attack choice means more than actually making matches.

#5 iLLcapitan

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Posted 25 February 2016 - 07:30 AM

I'm not really sure about the unit cap. My guts tell me, that our population is too small to handle units of more then (200? idk) members..
Although I think that esp. MS does a lot to interest people for units / CW. So I really don't know...

Anyhow on the factions, I totally agree. Just create 2 pools - IS / clan.
Factions for flavour badges, pool for faster matches.

#6 Mogney

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Posted 25 February 2016 - 07:34 AM

Totally agree with the op. Hard alliances to cut the number of factions in half would fix alot of issues

#7 Necromantion

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Posted 25 February 2016 - 07:40 AM

You know... if PGI would decide to advance the timeline a bit we could have this happen AND have cool new mechs and weapons available. *Cough cough*

If you like the idea of that maybe start up a post on the suggestion thread Kin! Ill support you and keep it going for sure!

#8 BSK

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Posted 25 February 2016 - 08:03 AM

View Postice trey, on 24 February 2016 - 11:35 PM, said:

I think that it would be best to put the limit at 108. That's the size of a Regiment in Battletech, and the size of most of the canon forces that we know of.


Most canon forces were made of 5 regiments ..

#9 Crockdaddy

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Posted 25 February 2016 - 08:14 AM

View PostNecromantion, on 25 February 2016 - 07:40 AM, said:

You know... if PGI would decide to advance the timeline a bit we could have this happen AND have cool new mechs and weapons available. *Cough cough*

If you like the idea of that maybe start up a post on the suggestion thread Kin! Ill support you and keep it going for sure!


And by post you really mean a "Tweet" to Russ.

#10 Dan Nashe

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Posted 25 February 2016 - 09:02 AM

I think the factions/alliances are historically

1.Davion-Steiner
2. Liao-Marik-Kurita
3. Warden Clans: Wolf, Ghostbear
4. Crusader Clans: Smoke Jag, Jade Falcon

5. Rasalhague-(which includes Com Guard).

FRR should be a niche faction, not the biggest.

I would allow joint operations within alliances.
Everyone in the IS can defend FRR (but not houses), FR cannot attack IS, IS cannot attack FRR.

PGI can mess with active attack lanes as they see fit to shift the focus.
But that gets it down to 4.5. If the inability to attack Kurita makes FRR too unpopular, so be it. FRR is for idealists who only want to fight clans. If they get wiped out due to inability to take planets, so be it.

Although FRR planets liberated from the clans by kurita/Steiner should return to FRR control. Comstar says so.

#11 Hydrocarbon

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Posted 25 February 2016 - 09:39 AM

The problem is restrictions on attacking. No "alliance" can be made to let you attack in unison. If they eased the restriction by allowing a mixed lance on attacks, especially when population is low, I think there would be more action.

At the very least they should allow formation of a "Defence Group", a CW group with mixed factions, so friends in different factions can sync drop more effectively.


Both changes would result in more units of smaller size & more team play. There'd be less lone wolves trying to grind mechbay rewards. I really hope some or all of that is incorporated into "Phase 3".

#12 Karl Marlow

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Posted 25 February 2016 - 09:52 AM

Ghost Bear is not a warden clan during the invasion. I think Wolf clan is crusader at this point as well.

#13 General Solo

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Posted 25 February 2016 - 10:00 AM

Perhaps, tho wasn't Ulric a Warden?
The only reason I joined Clan Wolf.
And maybe cuz my Free Birth Brother Phelan Posted Image

Edited by OZHomerOZ, 25 February 2016 - 10:06 AM.


#14 nehebkau

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Posted 25 February 2016 - 10:06 AM

View PostKin3ticX, on 24 February 2016 - 07:48 PM, said:

Why do we still use a 512 unit cap when 512 rivals the size of factions like Liao & Marik?



I think loyalist units should have NO cap, and NO ability to move. I think Merc units/mobile units should have a cap and that size should be quite small ~ 128 max.

#15 Necromantion

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Posted 25 February 2016 - 10:08 AM

View Postnehebkau, on 25 February 2016 - 10:06 AM, said:


I think loyalist units should have NO cap, and NO ability to move. I think Merc units/mobile units should have a cap and that size should be quite small ~ 128 max.


No.

#16 Tarogato

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Posted 25 February 2016 - 10:12 AM

View PostThomasMarik, on 25 February 2016 - 09:52 AM, said:

Ghost Bear is not a warden clan during the invasion. I think Wolf clan is crusader at this point as well.


Fairly certain Wolf was warden under a couple years after Tuk. The Refusal War comes to mind. Posted Image

#17 LeeNTien

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Posted 25 February 2016 - 12:44 PM

[lore]

Clan Wolf of old is THE Warden clan - the head and the power of Wardens in general. The Crusader Wolves were (according to it's creator, khan Ward) a completely new clan, which happens to be Wolf, uses the same genetic pool and symbols, but which is "free of the old taint".
And 20+ years later, after the destruction of Jaguars by IS and then Clan Homeworlds "breaking contact" with the invading clans, these new Wolves together with the Jade Falcons were the only remaining Crusaders, bent on the idea of invasion - everyone else being either destroyed, or Warden, or staying out of Inner Sphere for good.
The Warden elements of Clan Wolf went into Exile, and in fact could be considered the original, "disgraced" Clan Wolf - although to the Clans themselves they are no longer a proper Clan.

Ghost Bears were Crusaders at the time of the invasion, and gradually changed their views only after Tuk. They had moved to IS completely and eventually united with FRR, after their Khan was elected FRR's Prince as well.

[/lore]

Edited by LeeNTien, 25 February 2016 - 01:41 PM.


#18 Sandpit

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Posted 25 February 2016 - 12:50 PM

View PostKin3ticX, on 24 February 2016 - 07:48 PM, said:


I suppose another question is, why do we have 10 factions? but that is a whole topic all to its own. However, then you run into the problem of...so who loses their faction first? I would prefer hard alliances for some factions to pool their numbers, yet still allowing people to choose their favorite. </p>

All PGI has to do to solve this particular issue is exactly what you mentioned here. Pay attention to the map and CW environment, when a faction starts getting rolled up, announce across Comstar that Faction A and Faction B are now allied to combat this current threat, then have them share borders.

Problem completely and utterly solved and requires nothing from PGI other than paying a little attention to the map and sending out fluff to explain why alliances have been formed.

But it's much "easier" according to PGI to completely revamp their entire system, separate queues, and otherwise choose the most ineffective and complicated way to "fix" something.

Such is the PGI way Posted Image

#19 Kin3ticX

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Posted 25 February 2016 - 01:08 PM

There is no need to stay 100% lore accurate with CW. Repeating the clans invading the IS or the IS boxing in the few Clan planets down to 1 capital is old.

#20 Sandpit

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Posted 25 February 2016 - 01:36 PM

View PostKin3ticX, on 25 February 2016 - 01:08 PM, said:

There is no need to stay 100% lore accurate with CW. Repeating the clans invading the IS or the IS boxing in the few Clan planets down to 1 capital is old.

agreed, that's why if PGI bothered to do what I mentioned above it would eliminate that completely.

CW is not and never was (apparently) intended to be a persistent galactic war. PGI threw out the map and implemented zero controls for anything other than attacking the planets they open up for your faction.

If PGI would simply control the borders actively and spend 1-2 times per week monitoring it and actually running CW it would be a world of difference.

Then toss in monthly events that recreate battles from lore like they do with Tuk and you have a very active, lively, and most importantly, dynamic CW that never runs the same way.
No single unit or faction is able to roll up the entire map
Every faction regardless of size is ensured to have a healthy stream of opponents
Every faction and player regardless of affiliation feels like they have a more meaningful contribution to the outcome of CW
Let it run for a predetermined amount of time (I think 3-4 months would be good) and end it with Tuk

Rinse and repeat. Every season players and non-loyalist units choose IS or Clan for that season and fight on that side for that season. They can switch factions, but no flipping sides. That allows PGI to ahve hard numbers to work with on a consistent basis to help balance out the map and borders.

That's really the easiest and simplest way I can see that PGI could make a lot of improvements to CW very quickly





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