I voted less time. I think once the lobby is full, it has to be fast.
I don't have ADD. I have waited literally over an hour for teams to work up a configuration and prided myself in the ability to come up with good 'mech configs in a limited chassis, BV/Tonnage environment in under 5 minutes - which was always a rush. MWO can't be played that way. It's going to have a lot of non-NBT style players just looking to get into a match once a game fills up, and that's exactly what needs to happen.
So yeah. For pub matches the game has to move fast and 5 minutes is too slow for most. You have to think beyond the super serious League style player with a game like this, unfortunately, for it to be truly successful.


Before Battle Prep Time
Started by A11eycat, Apr 25 2012 07:42 PM
89 replies to this topic
#81
Posted 27 April 2012 - 03:45 AM
#82
Posted 29 April 2012 - 08:11 AM
Hey everyone! Updated pole now set to include two minute prep time! so, if you feel the need change your vote!
#83
Posted 29 April 2012 - 12:10 PM
I'm still sticking with 10 seconds.
#84
Posted 29 April 2012 - 12:21 PM
Agree, you should coordinate your drop package according to map type and strategy with your team before you get to this point.
#85
Posted 29 April 2012 - 12:59 PM
I would say that only five minutes if your in a unit of people you know and play with all the time. If its just a random game with random people then 1-2 minutes is fine becuase like in world of tanks they go do anything they want to anyways and lose the game for everyone.
If the five minutes was with your own team of 12 guys then you can hash out locations. attack points, defence points, etc and the game would be much better..
If the five minutes was with your own team of 12 guys then you can hash out locations. attack points, defence points, etc and the game would be much better..
#86
Posted 29 April 2012 - 01:56 PM
Too much time once the lobby is actually formed. If you're playing with friends you have the entire time beforehand and during the search to discuss what you're doing, And once the lobby is formed it's nothing more than "I'm piloting X, can anyone pilot Y? We still need a Y, anyone have one?" "I'll pilot Y, we still need a Z though".
In a solo-queue match you can't expect to magically have everything you need, and two minutes at most is enough to ask people to play a certain role. If some one doesn't respond within the first 30 seconds, they have no intention of playing what you're asking them to play.
If you're queueing with 3 other friends or perhaps you have an entire team with you, you already know what you're piloting, and if you need to make changes, two minutes is still plenty of time.
Regardless, the game seems a bit more like "Choose X mech, queue for match as X mech, load into match", so none of this matters.
In a solo-queue match you can't expect to magically have everything you need, and two minutes at most is enough to ask people to play a certain role. If some one doesn't respond within the first 30 seconds, they have no intention of playing what you're asking them to play.
If you're queueing with 3 other friends or perhaps you have an entire team with you, you already know what you're piloting, and if you need to make changes, two minutes is still plenty of time.
Regardless, the game seems a bit more like "Choose X mech, queue for match as X mech, load into match", so none of this matters.
#87
Posted 29 April 2012 - 03:30 PM
The Cheese, on 25 April 2012 - 10:35 PM, said:
It depends on when you choose your mech. If a mech and it's loadout are part of the calculations for matchmaking (which I think they really should be), that would mean that you have to choose it before you are put into a game. That means you don't need time between joining a game and the game start to play with it.
Without that, the only things to do are say "hi" to your new friends, state your role, and pick a general strategy for the match. That's why I'm saying 30 seconds at most.
Without that, the only things to do are say "hi" to your new friends, state your role, and pick a general strategy for the match. That's why I'm saying 30 seconds at most.
good point on the matchmaking. If you already have identified a role and a mech for yourself (or everyone in your group has) then it will not take long, maybe assigning a basic strategy and lance layout.
I WOULD say however that time for voice comms to get setupp is important.
In addition, when the game first comes out I would leave more time for the first couple of months. Start it at 5 minutes, and maybe after everyone knows the maps and general strategy you can lower it.
One side note, if ou choose the mech before you know the map, it is very likely that mechs will be less specialized. That's a GOOD thing IMO.
Edited by Sprouticus, 29 April 2012 - 03:32 PM.
#88
Posted 02 May 2012 - 04:05 PM
An after action / mission debriefing in a command room or something would be cool. Mercs are centered around their Lance Commander's table top map, and they are going over the debrief of the operation. It would be cool, but of course they would have to make models and uniforms for the mechwarriors to wear in the debrief room. Just a thought.
#89
Posted 04 May 2012 - 08:14 PM
Wow guys, thanks for the amazing input a lot of you have contributed, i thought this would reach two pages-max!
Once again, thank you all so much for giving vioce to your comments and giving everybody a lot to think about.
Sincerely,
Hayden P. Ackley
Once again, thank you all so much for giving vioce to your comments and giving everybody a lot to think about.
Sincerely,
Hayden P. Ackley
#90
Posted 04 May 2012 - 09:10 PM
2 minutes sounds good to me. Plenty of time for people to get their shat together and plans worked out. Every lance is starting in Leopard dropships anyway, right?
Edited by Zakatak, 04 May 2012 - 09:36 PM.
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