

How long should prebattle be?
#21
Posted 15 May 2012 - 06:33 AM
Even today I can't count how many thoughtless people there are you join a game, announce they are AFK (for like 10-15 minutes at a time) either forcing players to weight or handicapping one team to have a player who isn't there.
WHO plays games just to walk away from their computer all the time? I understand an issue coming up here and there, but for some people, you can tell something is keeping them from being able to game; so quit the game and take care of it!
#22
Posted 15 May 2012 - 06:42 AM
and
the rvr sceniro where there is an announcement 24 to 36 hours ahead of time Faction X will fight Faction Y over planet Z at 21 hours central time. at which point everyone logs on and outfits their mech based on map and oppoent. NOW the question nobody has answered yet, who decides what players get to join the faction battle, is it based on loyalty points for faction battles and the merc commanders for merc battles.....enquiring minds want to know
#23
Posted 15 May 2012 - 06:47 AM
P.S. The ability to run the MechLab after joining a queue would be a bad system. That would make Aegis's point a reality way to much. Queue up, set ready. Cool! Queue up, type AFK... BOOT! Next!
Harsh but a requirement for sure.
#24
Posted 15 May 2012 - 06:59 AM
#25
Posted 15 May 2012 - 07:07 AM
Max you should need 2 mins. Reason being your 'Mechs should already be fitted with your customizations and the 2 mins should be used to deliberate on what mix you're shooting for or just making the best out of what you have. You're not going to have "optimized" lances when doing public matches. People will play what they want, and if you're good enough you can make it work!

So I'm thinking 2mins, figure out your general idea/tactic and then go. Plus if we're gonna play the "canon" card, we'd all be in 'Mechs we either stole/inherited/salvaged and we'd be HAPPY as we could be. We wouldn't easily be able to have a "stable" of 'Mechs (outside Solaris) to choose from. Slap me in my 'Mech, lock me in and I'd be happy

**EDIT** Also, if it's like LoL, somebody leaves/afks to long in the 'Mech/Champion selection screen, it shoots everybody out of the lobby and back into queue so you "start" with full teams. And if they leave/AFK/grief in the middle of the game, you get reported and usually temp banned with three strikes etc...
Edited by SideSt3p, 15 May 2012 - 07:09 AM.
#26
Posted 15 May 2012 - 07:15 AM
I hope the gameplay system will be similar to what WoT has, because battles starting in 1 minute max keeps the players active and the game has some speed. If you spend 5-10 minutes sitting and doing nothing and then 15 minutes of fighting (5 if you do something stupid, which you will at the beginning) than the game is badly designed and needs reworking. If, on the other hand, the mach making system is doing well, it can be one of the strongest sides of the game. The game must be fun, waiting isn't.
#27
Posted 15 May 2012 - 09:09 AM
#28
Posted 15 May 2012 - 09:25 AM
#29
Posted 15 May 2012 - 09:40 AM
CSG Gunslinger, on 15 May 2012 - 09:25 AM, said:
Agreed, I don't think opposing teams should even sit in the same lobby.
#30
Posted 15 May 2012 - 10:07 AM
Nobody seems to have pointed it out yet in this thread, but the battle timer is set to 20 mins currently. Do you really want to idle 30 mins in pre-planning screen (with most people alt tabbing until the battle starts) to fight a match that takes 20 mins at it's longest?
Edited by Gigaton, 15 May 2012 - 10:10 AM.
#31
Posted 15 May 2012 - 10:09 AM
During pre-battle, it should be a free-for-all romp, too, so we have something to do.
Edited by Melissia, 15 May 2012 - 10:10 AM.
#32
Posted 15 May 2012 - 11:56 AM
Listen folks, you know what 'Command Modules' means to me? I think of kill streaks in the Modern War games, where you calling artillery, air strikes, and other 'support', one shot options. Scouts spotted a camper? Someone with the command module should call in artillery on the location to make them pay for sitting there. You have 4 people with Command Modules? Well, that might be 4 artillery barrages on that SOB. You know what rank means to me? The person has played long enough to get certain perks, that they are not a total newbie. That they should know hat they are doing and are competent. Does this mean I am going to listen to them? Maybe, but I do not feel obligated /to/ listen to them.
#33
Posted 15 May 2012 - 12:00 PM
Patience is a good thing.
#34
Posted 15 May 2012 - 12:06 PM
#35
Posted 15 May 2012 - 12:08 PM
No idea what the enemy force will be, and no idea what map it will be. Absolutely zero time to adjust your mech.
#36
Posted 15 May 2012 - 12:14 PM
#37
Posted 15 May 2012 - 12:37 PM
For starters, this is not Medal of Duty: Battlefield Warfare 3099. This is not a twitch game. It won't be the 'click click click click' crap that you find in game lobbies for those games. If you're playing this like a twitch game, you're doing it wrong - and I'd be more than happy to face you.
Easiest way to handle this -
5 minute timer between matches, broken up into phases like LoL
Phase 1: 2 minute timer for meet-n-greet, determining who's doing what, shuffling lances around, etc... This'll be necessary during pub matches.
Phase 2: 3 minute timer for final tweaks in the MechLab. This would also be the only time the MechLab is allowed after the players drop into a game. At the end of this, if players haven't checked the 'Ready' button, they will get a 30 second warning before their build is locked in and they drop with whatever is slotted at that time.
Players can hit the 'Ready' button and skip to the next phase at any point, and if all players have exactly what they want they can just skip over everything and drop right into the match.
5 minutes is a solid amount of time, allows for people to grab a drink, use the restroom, etc... and still stay in a game queue. I don't honestly understand people who're like 'zomg if i can't play in 90 seconds, imma QQ and find someone else to play with ***' 90 seconds is barely enough time for 12 people to say hi and figure out which hand to polish their AC/20 with. And really, if you've got an hour lunch break, 5 minutes between matches is still more than enough time for you to get 2 drops in an hour (assuming it lasts a full 20 minutes for the drop).
#38
Posted 15 May 2012 - 01:05 PM
#39
Posted 15 May 2012 - 01:31 PM
It needs to be long enough that the entire team loads the map and all the mechs on it, if you make the time limit shorter you end up with some players still loading when the match begins because of latency, computer speed etc which is no better than starting the game with an imbalanced number of players/tonnage.
#40
Posted 15 May 2012 - 01:40 PM
Edited by ManDaisy, 15 May 2012 - 01:42 PM.
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