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Faction Play - A New Hope (Pgi Taking Input)


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#941 Oor Wullie

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Posted 04 December 2018 - 11:28 AM

He said we get a few small things in December, i guessing it the cap increase to conquest mode.

Then the main update in April, so that be the match maker.

But i see both Matt and Chris have appeared on the forums but still nothing from Paul....

#942 SuperFunkTron

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Posted 04 December 2018 - 12:09 PM

View PostNr1Noob, on 04 December 2018 - 11:28 AM, said:

He said we get a few small things in December, i guessing it the cap increase to conquest mode.

Then the main update in April, so that be the match maker.

But i see both Matt and Chris have appeared on the forums but still nothing from Paul....


Do you have links to what they have posted? I'm curious as to what the post mech con info is saying.

#943 Oor Wullie

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Posted 04 December 2018 - 12:21 PM

Matt and credit to him:

https://mwomercs.com...40#entry6193613

Chri:

https://mwomercs.com...40#entry6193618

Edited by Nr1Noob, 04 December 2018 - 12:23 PM.


#944 MW Waldorf Statler

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Posted 10 December 2018 - 11:17 PM

simulating wear: units without alliances or mercenary contracts holding too many planets lose a dropdeck on every attack or can not use assaults or heavy mechs anymore due to combat failures ... so even smaller new units can be successful.

Or

Restrictions and limits by ammunition ...each mech can only use 3 t of missle or ballistic ammunition.

#945 meadg

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Posted 11 December 2018 - 06:24 PM

<p> </p>
<div class="col-sm-6 col-xs-12">
<div> </div>
<div id="result">- destructible terrain an buildings (and physics)</div>
<div>- interactive terrain (people, animals, cars, infantry, tanks, etc.....)</div>
<div>- random simple terrain (with good maps, nobody cares of balance)</div>
<div>- with this easy steps, you can finally design whole planets and campaigns</div>
<div>- incorporate economy, building and spare parts supply management and you got it, mission will have real objectives and with impact to the campaign progress...</div>
</div>


#946 Guile Votoms

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Posted 12 December 2018 - 10:02 AM

How about some actual faction play with actual maps? Not this arena shooter arcade nonsense.



#947 vonJerg

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Posted 13 December 2018 - 01:08 AM

View PostGuile Votoms, on 12 December 2018 - 10:02 AM, said:

How about some actual faction play with actual maps? Not this arena shooter arcade nonsense.




Where do I sign?

#948 xX PUG Xx

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Posted 14 December 2018 - 05:05 AM

View PostGuile Votoms, on 12 December 2018 - 10:02 AM, said:

How about some actual faction play with actual maps? Not this arena shooter arcade nonsense.


I remember this when it was originally posted and although it seems to have been forgotten it is still far more in-depth and interesting than what we currently have. Just a shame it will never come to be.

Edited by xX PUG Xx, 14 December 2018 - 05:07 AM.


#949 Hoshi Toranaga

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Posted 16 December 2018 - 02:59 AM

Minor changes roadmap that will do nothing IMHO.

To make FP interesting you would need real impact taking planets.
Alliances of players that can attack territory and will get serious benefits.
Choice of what to attack and real strategy to take what planets (increase your resources, increase political pressure etc. all that have real consequences not just texts.)
Chance of planets to drop freely to a side due to political pressure if taking the right planets.
Defense windows (like Eve had) where defending party can rally due to a windows of invulnarability (planets cannot be attacked by attacker due to logistics need to catch up to repair and reinforce mechs). So making real defense tactics work even when you are on the loosing side to rally your forces and possibly even hire mercs for real. To make mercs truely mercs not just "free to switch anytime".

#950 KHAN ATTAKHAN

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Posted 16 December 2018 - 05:46 AM

OMG the zombie thread is still going......

#951 NimoStar

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Posted 02 January 2019 - 05:13 AM

Implement civil war for excess people in one single side

https://mwomercs.com...-dogpiling-now/

Quote

[color=#A4A4A4]Posted [/color]Today, 06:05 AM[color=#959595]
There should have been CIVIL WAR a lot of time before, that was the actual name of the update... so yes, IS vs IS and clan vs clan fights too, please.

Civil War should NOT be hard to implement. AT ALL

***

Also the way of the "Loyalist" is actually switching sides to get 'mech bays at the second rank...

give every rank of loyalist a mech bay bonus if you want them to stay actually loyal.
[/color]

[color=#959595]Really, I wanted to RP a loyalist but the rewards for staying on a faction are abysmal, as compared as getting a mech bay for each one. [/color]


#952 Tarl Cabot

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Posted 02 January 2019 - 06:14 AM

View PostNimoStar, on 02 January 2019 - 05:13 AM, said:

Implement civil war for excess people in one single side

https://mwomercs.com...-dogpiling-now/


We only dreamed that those were real numbers, not imaginary.... tis a bug that hit the queue counter in multiples of 12.

#953 Timuroslav

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Posted 02 January 2019 - 06:42 AM

Loyalist rewards:
They need to be reworked. a Mercenary unit should not be a flat out upgrade to a Loyalist unit. Merc tags on planets was a slap to the face of a lot of Loyalist unit. Right now Merc units get the best of all worlds; clan mechs, planet tags, loyalty switching. It's kind of absurd. It's pretty demoralizing to have your whole faction dropping, and then get the planet swiped by a non loyalist unit trying to get planet tags. There needs to be something more conducive to promoting Loyalists. The more stable the population, the better the match maker will be.

Escort
Put Escort into faction play as a 8v8 game mode. It will work better there honestly. Less trolls, simple game mode.

Incursion
Should be an asymetrical game mode in Faction play. There should be one base and 6 mechs vs 8 attacking mechs. It should help skewed queue drops. Address rewards accordingly. Put a weight limit so that it's one or two assaults per team.

Unit invite penalty fee
Get rid of it. It has no purpose. The most influential units are still giant because that's what is effective to getting planet tags. All the invite does is punish smaller units.


Planet tags
Should be Loyalist only. Mercenaries are hired guns to gain territory for a faction. Mercs should get something as compensation. I should be able to hire Merc units with MC or Cbill contracts.

Edited by Timuroslav, 02 January 2019 - 06:45 AM.


#954 Ghost Paladin117

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Posted 02 January 2019 - 07:46 AM

SOMETHING needs to be done about hiding and smoke diving in scouting. It's not fun to play against and real easy to accomplish if it's your main goal.

#955 burning wisky

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Posted 03 January 2019 - 05:17 AM

View Postjustcallme A S H, on 01 August 2018 - 08:48 PM, said:

  • Drop Zone walls - To alleviate some spawn camping sitiatuons need to move the Spawns a bit closer to gether on some maps and also have the walls face 45deg INWARD toward the drop zone centre. This will stop spawn camping a little by letting dropships shoot OVER the walls. Currently you can hit behind walls, wait for dropship to leave, go kill mechs. Adjusting the wall angle instantly resolves this big complaint. Will it stop it entirely? No, but it will help.



like the 45 deg. wall idea. Posted Image

Problem Dropzonefarme = let the dropship harder attack. the dropship fly a small area around for a small time.

claccic Dropship Leopard weapons
2 x PPCs
3 x LRM-20s
7 x Medium Lasers
5 x Large Lasers
" Good Luck Farmer "

plus, let us choose the dropzone.

One of the biggest PROBLEMS is, that you fight 7 hours, push the bar to 100% and the enemy needs ownly 2 Games to win for a tie planes switch.

Edited by burning wisky, 03 January 2019 - 05:51 AM.


#956 Nathan White

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Posted 03 January 2019 - 09:17 AM

View Postburning wisky, on 03 January 2019 - 05:17 AM, said:



like the 45 deg. wall idea. Posted Image

Problem Dropzonefarme = let the dropship harder attack. the dropship fly a small area around for a small time.

claccic Dropship Leopard weapons
2 x PPCs
3 x LRM-20s
7 x Medium Lasers
5 x Large Lasers
" Good Luck Farmer "

plus, let us choose the dropzone.

One of the biggest PROBLEMS is, that you fight 7 hours, push the bar to 100% and the enemy needs ownly 2 Games to win for a tie planes switch.

Where is no problem to "Dropzonefarme", if you play so bad, what enemy kill you on dropzone, its not enemies problem. Its problem with yours mechwarrior skills.

#957 Bishop Six

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Posted 04 January 2019 - 03:15 AM

View PostNathan White, on 03 January 2019 - 09:17 AM, said:

Where is no problem to "Dropzonefarme", if you play so bad, what enemy kill you on dropzone, its not enemies problem. Its problem with yours mechwarrior skills.


Yes. 2 days ago we had a match, after short time it was 12-0 for us and 1 enemy started chatting: "And now you heroes want to farm drop zones. congrats."

I answered "What can we do? Turn our mechs around and go away? Press K?"

#958 Gully D

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Posted 05 January 2019 - 04:27 PM

Ok so maybe this event is good to get ppl int FW
but why are the efrt soar ppl spawn camping and scaring away potential new players?

just a thought

ps. gettimg constant drops is good!

Edited by Gully D, 05 January 2019 - 04:28 PM.


#959 Kells hounder

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Posted 05 January 2019 - 04:32 PM

agree with above, you started out well and then...

#960 PandasAtPanda

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Posted 05 January 2019 - 10:07 PM

So when is training next?





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