First of all, huge thanks for talking about CW.
I'm very excited to see it is about to receive deserved attention. IMO, it's the only way to turn the tide of doom and gloom that surrounds the game for quite some time.
Also you may need a PR activity, similar as it was with Solaris. If you want to return retired players, they should be communicated about coming updates.
Paul Inouye, on 06 December 2018 - 11:18 AM, said:
Battlefield based tonnage restriction (e.g. only 4 assaults at a time)
Do you mean a team is have limited amount of mech of certain class per wave?
Not sure i like this. I had much fun roleplaying a steiner with three Zeus deck.
Besides, can you imagine the chaos in random groups?
1) I think weight diversity is better achieved through different maximum tonnage for each event. For example if we fight for high-gravity planet, the max tonnage will be pretty low. If we fight for its moon, the max tonnage will be higher.
Would be nice change of pace, i believe.
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2) About CW events like "saving the princess" and faction flavour.
There been much talk about making factions to feel different. I think this event system allows easy implementation of encouragement for faction-specific mechs. Just add event bonus reward for playing X games with faction specific mechs. I guess you only need to code a check for which team game was played.
For example if event is about Steiner vs Davion, team A (Steiner) have bonus objectives:
- play X games in Atlas;
- play X games in Zeus;
- play X games in Griffin;
- play X games in Commando.
Team B would have bonuses for Victor, Centurion, Enforcer and Blackjack, for example.
Multiple mech in the drop deck do stack. For each objective complete player can receive C-bills or MC or GXP or LP bonuses, for completeing all of them, for some major events, player may choose a faction patternt for on of the featured mechs, or some cockpit item.
Also there can be theme bonuses. If event features a fighting on city maps, there can be bonus to play Y games with Urbanmech.
This system, with bonuses being on per event basis, is more flexible than fixed bonuses, and easier for changes and maitnance.
3) To balance population participating in the event, make bonuses for underpopulated side. From small bonuses for minor underpopulation, to a huge ones when severely outnumbered.
4) I did read some talks about gating new players from accessing CW before they play enough matches in QP.
I personally against this idea as a hard restrition, but if you have to do this, can you make it in a gentle way? For example a separate CW mode without any influence on the star map, locked on couple of invasion maps.
Basically every player will have a condition to qualify for the real CW. If false, player is added to the beginner's mode. If true, player will not ever be allowed in the beginner's mode. Groups are not allowed in the beginner's mode. Groups always go into the "real" CW.
Qualification applied retroactively, based on CW stats. To qualify player have to play X number of CW games, or XX number of QP games, orto have Y number of kills + KMDD, or have Z number of victories in CW.
Edited by Sigmar Sich, 06 December 2018 - 08:12 PM.