No clan/corp/guild member cap please
#1
Posted 23 April 2012 - 04:09 AM
1) Forces larger gaming clans to set up 'joint' in-game chat channels instead of having all their members in the same channel;
2) The reasoning that 'it will limit the larger clans from completely dominating the smaller ones' is mostly flawed: they simply bypass it by creating extra 'subclans'. Also, WoT experience still has some of the larger clans dominating simply by them having a wider playerbase to pool from.
3) Necessity for 'subclans' creates an unnecessary burden for clanmates wanting to play together if not in the same 'subclan'.
#2
Posted 23 April 2012 - 04:12 AM
Edited by pursang, 23 April 2012 - 04:12 AM.
#3
Posted 23 April 2012 - 04:13 AM
#4
Posted 23 April 2012 - 07:57 AM
In other words, using Houses and Merc Units as an example...
Within the Houses, and yes I know this would put Liao on equal footing with the other Houses, which is not necessarily realistic, but all Houses would have to reach a benchmark of, say, 24 people each, before the ceiling would be raised to 48, etc. If all Houses cannot reach the benchmark, the benchmark is not raised.
Within the Merc units, it would be perhaps 4 at a time, and the same rules would apply, until a unit reaches its nominal lore maximum. For example, Merc Unit A was only ever one Company in size; once they reach a Company in size, they are released from the benchmarks, but their finances are not, unless the Merc Corps commanders reach certain in-game requirements to raise that level.
This sort of system would ensure, basically force, a certain level of equality among each unit type in the game.
#5
Posted 23 April 2012 - 08:26 AM
What I hope is that for Mercs at least, there in no minimum, or it is only 4, and Contracts come in various size(s) so the smaller Merc Corps can bid for, win and then fight based on those smaller force sized Contracts.
#6
Posted 23 April 2012 - 09:20 AM
MaddMaxx, on 23 April 2012 - 08:26 AM, said:
Edited by Kay Wolf, 23 April 2012 - 09:20 AM.
#7
Posted 23 April 2012 - 10:15 AM
So I guess either way would work, really dislike when games become win by numbers, but it might be unavoidable in here.
#8
Posted 23 April 2012 - 10:27 AM
#9
Posted 23 April 2012 - 10:56 AM
Until we know what the battle/challenge format will take, it's hard to guess how something could be implemented or if it even could but perhaps houses/mercs who are going to battle (defence or offence) could do a merc corp search that could show them currently active merc corps and the number of members that are currently online. Kind of like a LFG but on a unit scale.
This could allow leaders to offer contracts out immediately and get matched/superior numbers for the fight.
Edited by }{avoc, 23 April 2012 - 10:58 AM.
#10
Posted 23 April 2012 - 11:01 AM
#11
Posted 23 April 2012 - 12:06 PM
#12
Posted 23 April 2012 - 12:20 PM
Kay Wolf, on 23 April 2012 - 09:20 AM, said:
I don't think you understand how these contracts are working. It's my understanding that there will be a lot of active hot zones going at all times, and players can get into some form of match making system easily.
This means the team with 9 people will pick up 3 pubbies and then just hop into a game, while the team with 36 players will just hop into 3 different games. Nobody loses.
Edited by Victor Morson, 23 April 2012 - 12:22 PM.
#13
Posted 25 April 2012 - 04:57 AM
#14
Posted 25 April 2012 - 07:26 AM
Kay Wolf, on 23 April 2012 - 09:20 AM, said:
But then why would Team B ever bid on a Contract that stipulates they cannot fill the required #'s?
Won't there be various Drop sized types of Contracts, or just a Company every time?
What about LW's, the Contract fillers? 9 + 3 LW's = a Company right? Simple Maths
#15
Posted 25 April 2012 - 08:06 AM
chris
#16
Posted 25 April 2012 - 08:27 AM
MaddMaxx, on 25 April 2012 - 07:26 AM, said:
In MWO, will we actually hold onto planets we take, or is it ALL just arena-style combat. From everything I've read, it sounds as though the universe is going to be persistent, meaning that, if you take a planet with 8 team mates, plus yourself, what's going to stop unit A, with 36 folks, from coming and stomping a mud-hole in you? Otherwise, what would persistence and contracts be for?
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#17
Posted 25 April 2012 - 08:36 AM
Kay Wolf, on 25 April 2012 - 08:27 AM, said:
In MWO, will we actually hold onto planets we take, or is it ALL just arena-style combat. From everything I've read, it sounds as though the universe is going to be persistent, meaning that, if you take a planet with 8 team mates, plus yourself, what's going to stop unit A, with 36 folks, from coming and stomping a mud-hole in you? Otherwise, what would persistence and contracts be for?
Oh, from my understanding there will be several sizes, lone wolves, Lances, and Companies. However, how many drops will be required in each contract, is there a cap on either attacking or defending unit sizes, and how will they all be dealt with? This is why I'm advocating for temporary caps, aka Benchmarks.
Yes, simple math, as long as you can get enough lone wolves to do it. If -and I'm speaking on this from past experience- a unit is not able to get enough of its people on-line in the first place, what does that say about the lone wolves, who have zero obligation to a name, a commander, or their friends?
Next?
Your making assumptions with out facts Kay. Where did you read that if my Contract calls for a Lance or 2 to drop and take on another Lance or 2 and we win, the loser get to come back and drop 36 Mechs?
Next?
#18
Posted 25 April 2012 - 09:22 AM
#19
Posted 25 April 2012 - 09:41 AM
#20
Posted 25 April 2012 - 10:55 AM
Kay Wolf, on 25 April 2012 - 09:22 AM, said:
Ignorance is bliss baby. And your blissfulness is absolutely outstanding... LOL
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