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Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

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Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  gh0s7m3rc em Qui Set 11, 2014 2:47 am

Um novo tópico na Command Chair, pelo Paul:

[Você precisa estar registrado e conectado para ver este link.]

Spoiler:
Community Warfare - Phase 2

Sept 10, 2014

Hey folks,

I'm here to give you the opening high level details of Community Warfare - Phase 2. This is where you will be able to partake in the overarching story/progression of MWO's Inner Sphere/Clan conflict.

What I've included below are cut and paste segments from the master design document for Community Warfare. The stuff not included is the technical details used to inform the engineers and artists what is required for each heading. The purpose of this is to give you an outline of what to expect for Community Warfare - Phase 2.

I know you will have a ton of questions regarding more detail for each category and here is what I am planning to do to address this.

Every 2 weeks, I will be updating the progress of these features and answering the most asked questions. I can guarantee you this, I will not be able to answer every single question, but I hope to cover the biggest questions at a minimum. This means that the first update and FAQ responses will be on Wed. Sept 24,2014. I will ask Niko and the rest of the CSR team to compile a list of questions and I'll answer everything I can.

You can post your questions here: Questions on Phase 2 - Part 1

Please keep your questions on topic and concise. I will not have the time to engage in debate but I will address your questions as openly as I can. Do not misconstrue this as not taking feedback, your questions alone indicate what you'd like to see or know more about, I just won't have the time to have a lot of back and forth dialog as I am working directly with the team as they build CW. I just want to be able to open the doors a little wider so you can see the progress of this major milestone of MWO's development unfold.

That being said, here's the first release of information:

OPT-IN TO COMMUNITY WARFARE

When a player clicks the Faction tab, they are opting into Community Warfare gameplay. This means they will be accepting the fact that teams will be split into IS vs Clan ‘Mechs and cannot mix the two technologies.

INTERACTIVE INNER-SPHERE MAP

The Inner-Sphere Map displays the status of the Inner Sphere in terms of borders and conflicts. It shows all planets that we have data for.

INTERACTIVITY

   Players can pan the map.
   Players can zoom in/out on the map.
   Players can click a planet.

PLANET DETAILS

When a planet is clicked, an information panel should show the planet’s detailed information:

   Planet Name
   Planet Faction Affiliation
   Occupying Unit (If applicable)
   Any lore from BT we can add (Population, temperature, lore facts)
   Indicate if the planet is contested or not (see below)

CONTESTED PLANETS

When a planet is contested, the warring factions are fighting over who will control the planet and reap the associated rewards. For each planet, there is an attacking Faction Unit and a defending Faction Unit.

   Contested planets are specially marked on the IS map and can be identified at all zoom levels.
   Contested planets are assignable by the design team.

ENGAGING IN PLANETARY CONQUEST

During peak player count times throughout the day, planetary control matches will be kicked off within the Faction tab. Players will see planets on the Inner Sphere map which are currently contested and be able to choose to be part of the fight.

A PLAYER’S FACTION SELECTION

The faction a player has aligned to will be a hard rule as to which ‘Mechs they can use and which planets they can attack/defend.

GROUPS IN COMMUNITY WARFARE

Groups in community warfare will be hard limited to players in the same unit. This is to re-enforce faction gameplay so you will not see groups of mixed Kurita and Davion for example.

INITIATING AN ATTACK

Initial plan is to have initiation of an attack can only be done by a 12-man unit group. The group leader will select a planet and click the attack button.

PRIORITIZATION OF GROUPS

Attacking groups are always placed in a single queue in a first-in first-out logistics order (FIFO). Defending groups are placed in queue and are given the opportunity to choose their group’s ‘Mech weight class build to meet the requirements of the defending team for the given match.

DEFENDING TEAM QUEUE

There are 2 types of defenders for a planet. Contract defenders are the Unit that won the right to defend a planet through the bidding system. Faction defenders are the rest of the players who can defend the planet but are not part of the contract defending unit.

CONTRACT DEFENDERS

   When an attack is first triggered, a notification is sent to all members of the unit that is part of the contract defenders.
   The contract defenders have [2] minutes to respond by creating a 12-man unit team and clicking the defend button.

FACTION DEFENDERS

   If the [2] minute limit expires, the remaining slots available on the team are made publically available.
   When this release to faction defenders happens, all faction players are notified via an in-game messaging system.
   The remaining slots are filled by faction defenders in priority order in which they clicked the defend button.
   Faction defenders when allowed to join a team are given [30] seconds to choose their ‘Mechs to fit the available slots.

DROP DECKS

A drop deck is a selection of 4 ‘Mechs in the player’s inventory. Each of the 4 ‘Mechs must be one of each weight class (one light, one medium, one heavy, one assault). All 4 ‘Mechs must belong to the same technology core (IS or Clan). The Drop Deck is a means for the player to quickly choose their favorite ‘Mech of a specific weight class when in the defender queue outlined above.

The Drop Deck will display the following:

   Currently chosen Light ‘Mech thumbnail
   Currently chosen Medium ‘Mech thumbnail
   Currently chosen Heavy ‘Mech thumbnail
   Current chosen Assault ‘Mech thumbnail
   A drop down in each 'Mech panel will allow the player to change a 'Mech for an owned, same weight class 'Mech.

PLANETARY CONQUEST GAME-MODE

This new game mode and map is planned to be part of the map/game mode cycle of matches for Community Warfare.

To make taking a planet feel epic, a new game mode would bring the feeling of longer matches and standoffs. Instead of playing a series of death match games to decide who conquers a planet, this new attack/defend game mode would let players feel like they’re truly fighting over something.

Invasion incorporates an attacking drop zone (where attackers spawn) and a defensive base (defenders spawn). The idea is that the attackers destroy the defenders base and defensive structures. At a severe choke point location on the map, a set of defensive barriers prevent the attackers (those who do not have jump jets) from proceeding beyond this point. If the attackers use high ground positions and take out the power plants holding the magnetic doors shut, the doors will lose power and a safety mechanic opens the doors allowing the attackers through.

INVASION MODE - MAP REQUIREMENTS

   Maps must have longer travel times to point of first contact. This is important because it also increases the time it takes for re-enforcements (respawns) to arrive back into battle.
   Maps must have multiple choke points that encase the defensive barriers. Too few choke points and the defenders will have too great of an advantage focus firing on the points of passage.
   Choke points must provide some means of destroying power generators on the defender’s side of the defensive barriers.
   Choke points should be protected by defensive turrets.
   Defensive barriers should be connected to a power plant.
   Destroying power plants open the connected barriers.
   Gates should open slowly allowing players to “slice the pie” and engage.
   Light ‘Mechs with jump jets should be able to barely make it over the barriers if they so choose.

Portanto, não vejo muitas diferenças (se de todo alguma) do que tinham anunciado antes. Rolling Eyes

EDIT: Para actualizar o título.
EDIT2 e EDIT3 e EDIT4: Titulo actualizado. Pelo sim, pelo não, vou deixar aqui também o link para o novo update:

[Você precisa estar registrado e conectado para ver este link.]

[Você precisa estar registrado e conectado para ver este link.]

[Você precisa estar registrado e conectado para ver este link.]

[Você precisa estar registrado e conectado para ver este link.]


Última edição por gh0s7m3rc em Sex Nov 21, 2014 2:32 pm, editado 7 vez(es)
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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  FlipOver em Qui Set 11, 2014 9:09 am

Já lá coloquei [Você precisa estar registrado e conectado para ver este link.]... a ver se há resposta.

Gostei da ideia geral... o respawn parece mto arcade mas por outro lado acho que para já eles não têm ideia de como fazer algo que faça parecer que a equipa/unidade está a receber reforços.

Aparentemente teremos de ter um mech de cada classe.
Acho que em vez de ficar limitado a mechs trial para mediums, terei de me decidir entre cicadas ou shadowhawks... ideias? Razz

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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  Lex Peregrine em Qui Set 11, 2014 9:24 am

N gostei da ideia das barreiras, e dp para fazer isso pelo q percebi vão ter q fazer novos mapas?
será q vamos andar a jogar no mesmo mapa durante x tempo por causa da pouca quantidade de mapas até fazerem mais? Algumas ideias parecem-me boas, mas outras parece q foram pensadas por putos q n sabem o q tão a fazer fdx.

Shadow Hawk sem duvida Razz

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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  gh0s7m3rc em Qui Set 11, 2014 9:38 am

Um dos membros da comunidade, Elizander, deu-se ao trabalho de reunir as respostas da PGI (Paul e Russ, até agora) num novo tópico:

[Você precisa estar registrado e conectado para ver este link.]

As próximas respostas parece que serão daqui a duas semanas, no próximo update de CW.

EDIT: Os dois. Cicada por causa do 3M (ECM), e Shadow Hawk porque é o melhor Medium Mech da Inner Sphere. Se só tens espaço para um, escolhe aquele que preferes, ou um Raven 3L mais alto ou um 'Phract 3D mais "elegante".
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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  FlipOver em Qui Set 11, 2014 10:29 am

Pena que o sistema de quotes do forum não apanhe sub-quotes.
Às tantas ficamos sem saber bem ao que as respostas são dadas mas é melhor essa compilação do que ter de andar a ler páginas e páginas.
Thanks gh0s7m3rc

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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  gh0s7m3rc em Qui Set 11, 2014 10:48 am

O/A Elizander indicou, antes de cada citação, a página de origem. Como a maior parte das respostas são evidentes q.b., nem me dei ao trabalho de ir ver as perguntas correspondentes. Razz

EDIT: Por enquanto, ainda não vale a pena preocupar-mo-nos, mas, se for estabelecido, teremos de rever o catálogo de Mechs disponíveis para os War Dogs, visto sermos Davionistas (Faction-only mechs@CW).
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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  FlipOver em Qui Set 11, 2014 1:27 pm

Será importante sim sabermos quais os mechs associados a Davion para que as nossas escolhas de próximas compras se baseiem nisso.

A mim dava jeito saber de um medium que seja Davion Razz mas é importante saber todos.

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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  Lex Peregrine em Qui Set 11, 2014 1:32 pm

Pelo que li as limitações são apenas clan/IS

ou seja não podemos usar clan mechs, o resto usamos tudo.

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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  gh0s7m3rc em Qui Set 11, 2014 4:01 pm

Lex Peregrine escreveu:Pelo que li as limitações são apenas clan/IS

ou seja não podemos usar clan mechs, o resto usamos tudo.

Sim, tens razão. O que eu queria dizer é que há especulação/rumores baseados em posts antigos de devs (?) que falam acerca da possibilidade de que, se o jogador/equipa usar mechs da facção, os custos de R&R serão menores. Mas isto não está incluído (e espero que nunca venha a estar) neste aparente plano para a 2ª fase de CW.
R&R parece bom no papel, mas só no papel. Game-wise, estou mesmo a imaginar:

uma equipa faz um drop/match/planetary conquest/defense com mechs que são da facção, só para, no fim, descobrirem que previamente o planeta que fabrica os ditos chassis foi conquistado por outra facção e ninguém sabia. Neutral Resultado, os custos de R&R serão muito maiores o que pode deixar a equipa com mechs danificados (demasiado) para continuarem.

Nah, muito potencial para dores de cabeça. "Ehh, mas eu gastei tantas horas e C-Bills a customizar estes mechs, e agora se usar vou ficar quase teso!" Pois, pouca sorte, faz o match com os Trial Mechs que a PGI disponibilizou para isso sem estarem Master'izados e etc. Ou então cede o lugar a PUG's. No
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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  Draco em Qui Set 11, 2014 11:01 pm

ora não interessa nada seres Liao Davion ou outra merda qualquer porque os combates sao clan vs is, bela merda tanto tempo para isto.
Nem mech de clans tem, querem é que a malta compre mechs de clan para jogar uns contra os outros.

comunity warfare nunca teve nada a ver com os clans. sempre foi IS vs IS, spenas pequenas escaramuças aconteciam com os clans.
estes gajos são umas bestas ponto.

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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  FlipOver em Sex Set 12, 2014 9:17 am

Draco escreveu:ora não interessa nada seres Liao Davion ou outra merda qualquer porque os combates sao clan vs is, bela merda tanto tempo para isto.
Nem mech de clans tem, querem é que a malta compre mechs de clan para jogar uns contra os outros.

comunity warfare nunca teve nada a ver com os clans. sempre foi IS vs IS, spenas pequenas escaramuças aconteciam com os clans.
estes gajos são umas bestas ponto.
É pá, Draco, todos sabemos que defendes a PGI mas escusas de defender tão fervorosamente Razz

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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  Lex Peregrine em Sex Set 12, 2014 9:21 am

bom eles disseram que tb prevêm IS vs IS, mas para a fase inicial é exclusivo IS vs Clan
o que realmente acho q vai dar borrada pois n deve haver assim tanta gente para encher queues com 12 mechs clan seguindo o 3333

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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  Lex Peregrine em Sex Set 12, 2014 11:57 am

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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  gh0s7m3rc em Sex Set 12, 2014 8:25 pm

Obrigado, Lex, não tinha reparado nesse update.

Dropship mode continua a parecer-me interessante, mesmo que venha a fazer parte de CW-apenas. Apanhaste-me no meu Light? Espera aí que eu vou buscar o meu Assault e já conversamos, lol. Razz

Isto:

(....) we have started investigating the ability for units and players to switch factions at the end of a season. Seasons would last for [3] months (still to be determined), and at the end of the Season, the IS Map will reset and players (....)

é outra coisa. Quer dizer que, no final da temporada, toda a gente salta para dentro de um Delorean e voltamos atrás no tempo, para 3049/50? Todas as conquistas são anuladas? WTF? Suspect
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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  Lex Peregrine em Sex Set 12, 2014 9:36 pm

hehehe

ya essa parte achei estupida e duvido que o pessoal aprove, acho q a ideia já levou muitas críticas.

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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  gh0s7m3rc em Qui Set 25, 2014 2:26 am

Bom, aqui está o link para o update da 2ª Fase de CW:

[Você precisa estar registrado e conectado para ver este link.]

Spoiler:
Community Warfare - Phase 2 - Update Sept 24,2014


First off, to make things a little easier to communicate, I will be using the following terminology:

Force - Inner Sphere or Clan
Faction - The House controlled IS Factions (Davion, Steiner, Kurita, Marik, Liao, FRR) or Clan Factions (Clan Wolf, Clan Smoke Jaguar, Clan Jade Falcon, Clan Ghost Bear)
Unit - Player created 'guilds'... the ones you have created and invited friends to.
Group - A group of 2-12 players of the same Unit that will enter matches together.
Invasion Conflict - A match happening between Forces.
Border Conflict - A match happening between Factions.


Now some quick updates to cover some new points stemming from community feedback:

12-man Unit Group Requirement for Initiating Attacks

Taking a look at your feedback and the ability of the backend systems and Match Maker, we have decided to remove the restriction of a 12-man Unit Group to initiate attacks. This does NOT mean that we are creating matches of 6v6 or anything like that, just the requirement of a 12-man group is removed. What will happen, is if a less than 12 Unit Group attacks a planet, they will enter an attackers queue for that planet and the Match Maker will be filling the rest of the team with any other attackers attacking the same planet until a full 12 person TEAM is created. Once the 12 person team is created, the attack is initiated and a call to arms is sent to the opposing Force or Faction. More on how this all plays out below. Now remember, a 12-man team does not mean it has to be a 12-man group, it's just that a team has to consist of 12 players from the same Force/Faction wanting to attack.

Drop Ship Mode

Players will be able to prepare their own personal drop ships that house 4 BattleMechs. The limit of 1 'Mech per weight class still remains and if you do not own a 'Mech of a certain weight class, an appropriate weight class trial 'Mech will be used to fill that spot. When CW-Phase 2 is released, both IS and Clans will have trial 'Mechs that cover all weight classes.

A concern about not being able to bring 4 of a single weight class was brought up. This ties in with player preference of only piloting Light 'Mechs for example. Do not think of Drop Ship Mode being about bringing what you are most efficient in, think of it more along the lines of being able to rejoin the match to support your team in any available resources that remain at your disposal.

Drops between 'Mech destructions will be staged to a global timer. If you do not select your 'Mech and ready yourself in the drop delay time limit, you will be required to wait until the next drop occurrs. Current plan is to have drops happen every 30 seconds (tentative number for now). This means if your 'Mech is destroyed and the global timer has already been counting for 25 seconds, you will have 5 seconds to ready up. If you do not achieve this in that 5 second window, you will have to wait an additional 30 seconds before dropping back into the match. Essentially drops will be in waves.


Merc Corps/Lone Wolves/Dagger Stars

At this time for our first iteration of Phase 2, we are going to require players aligned with these Factions to align themselves with one of the primary Factions. We will watch how the first 'season' works itself out. We will make sure that a system will be in place to allow Merc Units/Lone Wolves/Dagger Stars be independant but we want to make sure the core Faction system meets requirements before adding too many more variables to the equation.

Now on to the main update:

Bidding For Planets - This feature has been removed. Making bidding fair for all size units was making the bidding system far to complex/convoluted to include.

Faction Contracts - This has been added to replace bidding. When players click a planet, they are shown planetary information along with the contract from the Force or Faction who has put the contract out. For example, a Davion player clicks a planet that is contested in Kurita space will see an attack contract. Solo players or Unit Group Leaders can choose to accept the contract and enter the attacker's queue and a call to arms is sent to the Kurita aligned players for defense.

Defending players can now accept defense contracts from the defending Force/Faction. In the example above, the call to arms would have gone out to Kurita aligned players. As the defending players accept defense contracts, they are put into the defending queue. Once there are teams available in the attacking and defending queues, a match is kicked off.

How to Conquer a Planet
There are some new advancements here to make conquering a planet easy to understand and dynamic on a daily basis. First off, planets will transition ownership every 24-hours.

Added is the new aspect of having to hold X number of wins on a planet for the duration of the day's combat phases to successfully conquer a planet.

To make this a little easier to explain, I will break down the average scenario between Clans invading an IS planet.

Scenario setup:
At 0:00 UTC (Acutal time TBD), planets are marked as contested.
For demonstration purposes, let's use "Balsta" as on of the contested planets which is just inside FRR space on the current IS Map.
Combat Phase 1 (First peak time zone) begins
Combat Phases last 2 hours (actual length TBD)

How it plays out for the attacking Force players (Clan players):
* Clan players (either solo or in Unit groups) click Balsta and see a planetary information screen appear.
* On this screen, players can see the contract issued by Clan Jade Falcon (as an example).
* Clan Jade Falcon says the reward of winning your attack match is an extra 5,000,000 CB divided amongst your team.
* An 8-man group clicks Accept Contract.
* The 8-man group is put into the Attacker's queue for planet Balsta.
* A 2-man group clicks Accept Contract.
* The 2-man group is put into the Attacker's queue for planet Balsta.
* The team builder for match making adds the 2-man group to the 8-man group for a team of 10.
* A 4-man group clicks Accept Contract
* The 4-man group is put into the Attacker's queue for planet Balsta.
* The 4-man group does not fit into the current 10-man group in the queue so they are placed on hold.
* A 2-man group clicks Accept Contract
* The 2-man group is put into the Attacker's queue for planet Balsta.
* The team builder for match making adds the 2-man group to the 10-man team for a team of 12.
* A successful 12-player attacking team has been built.
* A call to arms message to all players aligned to FRR is sent system wide. ("A unit group is attacking Balsta! Click the Faction tab to defend!")
* A 3-man group clicks Accept Contract.
* The 3-man group is put into the Attacker's queue for planet Balsta.
* The team builder for match making adds the 3-man group to the 4-man group that was on hold for a team of 7.
This cycle of creating teams and triggering attacks/calls to arms continues for 2hrs.

How it plays out for the defending Force players (IS players):
* A call to arms message is read about a Clan force attacking Balsta.
* IS players (either solo or in Unit groups) click Balsta and see a planetary information screen appear.
* On this screen, players can see the contract issued by Free Rasalhague Republic.
* The FRR says the reward of winning your defensive match is an extra 2,000,000 CB divided amongst your team.
* A 7-man group clicks Accept Contract.
* The 7-man group is put into the Defender's queue for planet Balsta.
* A 2-man group clicks Accept Contract.
* The 2-man group is put into the Defender's queue for planet Balsta.
* The team builder for match making adds the 2-man group to the 7-man group for a team of 9.
* A 4-man group clicks Accept Contract
* The 4-man group is put into the Defender's queue for planet Balsta.
* The 4-man group does not fit into the current 9-man group in the queue so they are placed on hold.
* A 2-man group clicks Accept Contract
* The 2-man group is put into the Attacker's queue for planet Balsta.
* The team builder for match making adds the 2-man group to the 9-man team for a team of 11.
* A solo FRR aligned player clicks Accept Contract
* The solo player is put into the Defender's queue for planet Balsta.
* The team builder for match making adds the solo player to the 11-man team for a team of 12.
* A successful 12-player defending team has been built.
* This 12-player defending team is now in queue to be matched against any attacking 12-player attacking team.
* This cycle of creating teams and defending continues for 2hrs.

Once the above two teams were created, they would be matched together and the game begins.

If the attacking Clan team wins the match, they will win a token (zone, point, something that is collectible and visually representable).

If the defending IS team wins the match, they will have sucessfully defended the planet from that one attack. No tokens are awarded.

Let's assume that the Clan team DID win this match. The Clan Force now owns 1/X tokens for that planet. (for now, let's say X=10)

Here's where the planet conquests rules start to apply. The Clan Force needs to get 10 tokens to successfully take the planet from the IS Forces and the FRR.

When the Clan Force (or any attacking Force/Faction for any contested planet) takes the first token, the opportunity for the IS Force to do a counter attack begins.

The next match after the token is taken, is considered a counter attack. In this case, if the Clan team wins the match, they keep their token. If the IS team wins the match, the token is taken away from the Clan Force. If the IS team wins the match, the next match to take place on the planet is another Clan attack match. This creates a push/pull mechanic for the planet's tokens.

With this scenario playing out over the 3 or 4 peak time combat phases, at the end of the last combat phase, the servers will see if the Clans have maintained at least 10 tokens at the end and if so, the planet is no longer contested and now belongs to Clan Jade Falcon and the border on the IS map reflects this. If the Clans do not have 10 tokens at the end of the last combat phase, the planet remains in control of the FRR/IS Force.

The following question arises: What if the Clans get 15 tokens? The answer is that the IS Forces will have to successfully counter attack 6 times to push the token count back down below 10 to keep the planet.

Unit Coffers

When it comes to Unit coffers and the fact that bidding was removed from Phase 2, coffer monies will be spent on logistical costs for war. Each drop will cost a Unit a set amount of C-bills. This is to pay for fuel/food/supplies and other logistical costs. We are not actually implementing the logistics at this time (maybe in Phase 3) but the cost of operations will be present in Phase 2.

The cost per drop will be scalar based on the number of members in your Unit. This is to avoid smaller units being punished while large units don't notice the cost at all. This is not unlike moving the Swedish army costs compared to the US army costs.

Numbers of Contested Planets

This is going to be a tough one to determine for day 1, but our tentative numbers are 2 planets on each side of Faction borders (so the Kurita/Davion border would have 4 planets in contention, and the Kurita/FRR border would have another 4). There will tentitively be 8 planets along the FRR/Clan invasion path as well.

This brings up the thought of participation. Our current plan is as follows:

Invasion Conflicts will allow anyone from the Inner Sphere Factions to defend. Anyone from Clan Factions can attack.

Border Conflicts will allow only people aligned with the two bordering Factions to participate with one exception. Anyone in any Force specific Faction can defend any conflicted planet, but only the specific Faction aligned players can attack for a Faction. For example, if a planet on the Kurita/Davion border, that is in Kurita space, only Davion players can attack it. Anyone from the other Factions (Steiner, Marik, Liao, FRR, Kurita) can defend the planet. You should notice that Davion cannot defend against a Davion attack. I know this adds a weird twist to the lore of the Houses which is why this particular part of the feature is still being discussed. (I'll let you know that my stance is that only the Faction players aligned with the Factions involved can participate. i.e. Steiner would never defend a Kurita planet from Davion. I'll let you know where that discusson ends up at when we make a final call.)

And yes, there should be a take away from this: IS vs IS and Clan vs Clan conflicts will be part of Phase 2.

That's it for this update, I'll be back in 2 weeks to update you all again.

Bem, desenvolvimento continua. Ideias não lhes faltam, a ver vamos é se conseguem realizá-las. Por um lado, pessoalmente estou contente que não vai haver Bidding for Planets, assim não vamos ter de nos preocupar TANTO com uma unidade Liao a tentar constantemente conquistar Poznan. Very Happy
Além de que, dado o número limitado de membros, dificilmente iriamos conseguir reunir o número necessário para efectuar uma defesa forte...
Só não ficou explicíto (que eu tenha lido, de qualquer das maneiras) como/quem é que vai decidir que planetas serão contestados. PGI, talvez? Pelo menos, no ínicio disto, parece-me uma boa ideia serem eles a decidirem que planetas serão contestados. Mais tarde, quando a Comunidade "amadurecer" um pouco mais, quem sabe?...
EDIT: Dúvida esclarecida no FAQ, a PGI vai marcar os primeiros planetas mas depois o sistema decidirá por si mesmo, baseado nas conquistas/derrotas.

E o Custo de Logísticas? Parece que vai ser visivel na 2ª Fase, mas só será efectivamente implementado na 3ª Fase (Verão de 2015?? Laughing ). De repente, estou para aqui a pensar que, para manter os custos "baixos", talvez seja boa ideia "fragmentar" (ou "compartimentalizar") os War Dogs. Razz

Entretanto, uma coisa parece ser certa: Dropship Mode. Para quem joga isto desde Closed Beta ou, como no meu caso, desde Open Beta, parece mesmo ser boa ideia começar cada um a afeiçoar-se a um mech de cada classe para levar, e ter os mesmos totalmente equipados para não perder tempo (o pior vai ser se for necessário comprar vários motores XL acima de 300, que começam a custar +5 milhões de C-Bills, sem falar nas DEZENAS de milhões a gastar em Modules  Sad ).

Light: JR7-F (continuo a preferir este ao Ember)
Medium: SHK-2H (embora o CDA-3M dê muito que pensar)
Heavy: CPLT-J (mas o Firebrand... I love you )
Assault: AS7-D-DC (porque ECM + Alpha de 60-e-tal = Twisted Evil  Razz talvez mude para um dos Victors se lhes removerem as penalidades)

EDIT: Um par de horas depois, o Paul concluiu o FAQ num segundo post na mesma thread acima linkada.
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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  Lex Peregrine em Qui Set 25, 2014 8:56 am

Algumas ideias porreiras, outras podiam estar melhor, a ver vamos.

Na minha opinião era cagarem no CW, deixarem tar como tá e irem melhorando jogabilidade e bugs etc.
E cagarem naquele jogo novo que querem fazer e fazer um Mechwarrior MMO que funcione em paralelo, com mapas procedurais de grandes dimensões que torne possível jogar tanto com mechs como aerospace fighters, para além de toda a romponente role-play que o CW nunca nos dará.

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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  FlipOver em Qui Set 25, 2014 11:26 am

Uma coisa que me preocupa são os respawns.

Eu "inscrevi-me" para jogar um simulador.
Se quisesse arcade, ia procurar outro jogo.

Queria tanto que soubessem resolver o respawn com algo menos arcade... Rolling Eyes

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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  gh0s7m3rc em Qui Out 09, 2014 6:43 am

Mais um update na 2ª Fase de Community Warfare:

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Há um segundo post nessa mesma thread com Perguntas e Respostas. Para Feedback:

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P.S.: Irei actualizar o título desta thread.
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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  FlipOver em Qui Out 09, 2014 10:25 am

Já vi que responderam a uma das minhas perguntas sobre o respawn e o feel de arcade versus simulação.

Agora adicionei novas perguntas -> [Você precisa estar registrado e conectado para ver este link.]

A ver se terei resposta.

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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  Lex Peregrine em Qui Out 09, 2014 10:45 am

Yep, a cena do respawn se devidamente implementada é uma boa ideia na minha opinião, na altura sugeri que se fizessem uso das dropships e se vissem a largar os mechs (confirmado), sugeri também uma mecânica que permitisse aos jogadores escolher onde querem ser "largados", com base em capture locations estilo conquest, se uma localização pertence à nossa facção então é uma escolha válida, ou seja seria importante para cada equipa ao avançar no terreno ir capturando essas localizações para impedir que as dropships largassem uma lança inimiga nas suas costas, era uma componente estratégica bastante interessante.

A cena dos 10 segundos para ejecção acho realmente ridiculo, mas acho q isso n tem nada a ver com o respawn.

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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  gh0s7m3rc em Qui Out 09, 2014 11:43 am

A coisa dos 10 segundos é mesmo para quem estiver sem armas/munição (?). Numa das primeiras (e poucas) vezes que levei um Kit Fox para experimentar (trial), houve um match em que me tinham rebentado os braços (literalmente sem armas) e estava praticamente todo vermelho, portanto também não ia fazer muito a tentar distrair, por isso encontrei um local mesmo escuro no mapa, desliguei-me e esperei até ao fim. Isto em Assault, porque se fosse Skirmish tinha ido matar-me na mesma. Resultado, esperei coisa de um minuto ou dois enquanto a base era capped, e prontos. Com esta funcionalidade, só tenho que encontrar um local semi-afastado e premir o botão durante dez segundos para negar uma kill a alguém. Laughing

Como leva 10 segundos, não vai dar para fazer eject enquanto estamos a levar uma porrada monumental de vários mechs ou mesmo de toda a equipa. Não vai parar completamente aqueles que se escondem na mesma para prevenir a contagem de Death, e quem fizer isso no príncipio de um match porque não é o mapa que querem (ou qualquer outra razão) vai provavelmente levar com um report em cima, mas talvez diminua estas práticas...
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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  gh0s7m3rc em Qui Out 23, 2014 9:32 am

Smile

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Para mim, a parte mais interessante  Very Happy é:
With this system, it IS possible for a Merc Unit to align to House Steiner for [1] month and at the end of that month, switch to a [1] month alignment to Clan Jade Falcon. Note that this will NOT bypass technology locks. When the Unit is aligned to Steiner, only IS 'Mechs can be used, and when aligned to Clan Jade Falcon, only Clan 'Mechs can be used.

This feature means that we can do away with the initially proposed "Season" system. However, we do reserve the right to reset the IS Map if we find major problems in the system.

Também muito interessante é a aparente decisão de não usar Random Map Generators:
Random map generators do not create well balanced multi-player PVP maps. They do generate some cool co-op and single player maps. Things random map generators do not take into account are sightlines, pathing, timing/pacing of gameplay and the dynamically changing battlefield in terms of player locations and activities.

Bom, a ver vamos se vamos passar o Natal a defender e a atacar planetas. Razz
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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  gh0s7m3rc em Sab Nov 08, 2014 12:44 pm

Pois é, mais um update:

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Spoiler:
As mentioned in an earlier update.. the further into development we go the less "news" there's going to be since design won't be changing much. Below I'll update you with the news/updates I can share...

Something Stirring

It seems that Thad our Level Designer has been busy working on a second Invasion Mode map. This one has 3 gates in it and will make both attackers and defenders decide early on which path they plan to take or face the consequences of thier choice.

This makes 2 new maps for Phase 2 Invasion mode.

The IS Map Looks a Lot Better

The current IS Map you see in the client has been updated both graphically and interactively. The rendering engineers have put a lot of extra hours into this and it's paying off very well. Can you have a sneak peek? That will depend on who wins an arm wrestle between Russ and myself. I'd like to keep some stuff under wraps for the big reveal when Phase 2 goes live.

Some More Clarifications

Faction Point Usage

It's been asked if Loyalty Points are a spendable currency. The answer is no. Loyalty Points are similar to XP in which players will earn LP while aligned to a Faction and those points will reward the player at certain milestones. Essentially it's a leveling system with rewards that are Faction specific. Things like titles, cosmetics and infamy.

Merc Units and Mercenaries (Lone Wolfes) along with Dagger Stars who align themselves with a Faction using the previously discussed Faction Contracts will earn LP at varying rates depending on the length of contract they take. The fastest means of earning LP is to permanently align yourself with a Faction.


Switching Units and Faction Alignment

When a Merc Unit enters CW for the first time, the Unit Leader will be selecting a Faction Contract. Once selected, all members of the unit will be automatically aligned to the Faction. At the end of the contract, the Unit Leader has the option to retake a contract with the same Faction or to switch to a contract from a different Faction. If the Unit Leader switches to a different Faction, all players within the until will automatically be aligned to the new Faction.

The basic premise is, when a player is part of a unit, they will automatically be aligned to the Faction that the Unit has aligned to. This includes switching Units. For example, if a Unit is aligned to Davion for 3 months, and 1 month into the contract a member decides to leave, that member will be switched back to a neutral alignment (Mercenary/Lone Wolf). In order to continue to participate in Community Warfare, this player must choose a contract from one of the Houses/Clans OR join a new Unit. If this player joins a Unit that is aligned to House Kurita, the player's alignment will automatically switch to Kurita.

This may bring up the question of, what if the Unit Leader wants to change Faction before the contract is up? In this case, the Unit Leader has 2 options. The first is to disband his/her Unit or to pass Unit Leader to another member and then leave the Unit and follow the same process as the above description. A Unit Leader cannot disband a Unit unless it is empty and he/she is the last person remaining.

(....)

Unit Coffers and the Faction Reset on Release of Phase 2

It's been asked a couple time now... will the Unit Coffers be reset on day 1 when we reset alignments? The answer is no. We can't be that mean... <_< ... yeah.. we can't be that mean. Laughing

Ainda não tinha actualizado este tópico porque tenho estado à espera de Q&A:

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Spoiler:
I will be filling in the answers to these questions throughout the night.



After Phase 2 is out, will future CW content be released iteratively (i.e. smaller additions that occur more often - say, monthly), or more like expansion packs (i.e. larger bundles of content dropped every 3-6 months)?

More than likely we'll be adding bigger stuff with longer intervals. At the same time we'll be fixing and addressing current features that need to be revisited.

How are contracts structured? i.e. is there any point in staying loyal if the faction you chose loses every significant engagement in the first month? I haven't seen any mention about whether CW combat provides C-Bill / XP rewards or should I just assume that it will be similar to the Public queue rewards? If a player loses the LP of the Faction they just left when switching, how does the player continue to lose LP for that Faction since all of the Faction's LP would already have been lost after the switch?

You will be earning XB/CB like you do in public play. We are working on balancing the reward system for CW to make sure you don't notice a significant difference from public play.

Faction alignment will not affect you if the Faction is always losing, only the IS map will change to reflect that.

Players will not ZERO out LP if they leave a Faction. They will take a penalty amount initially and from that point on it will depend on which Faction they switched to, to determine any further losses. If you have 100 LP in Kurita and switch to Davion, you will take the initial hit of, let's say 20 LP for example leaving you with 80 LP. If killing a Kurita player as a Davion player costs 1 Kurita LP, then your Kurita standing will be 79LP but you will be climbing in Davion LP.

Why can I not create a Clan persona and an Inner Sphere persona?

This is something that was discussed internally. It is a HUGE rewrite of our database/back-end systems and much larger than the plan we have in action right now. It was originally designed to have an IS profile, and a Clan profile for CW but due to technical hurdles that would have to be implemented, we moved away from profile selection to what we have now.

Can I get more information about the LP boosters from the Phoenix packs? And, finally, will Loyalty Points degrade over time?

LP will not degrade over time. As for LP booster, if you got one with your Phoenix Package and equip it when you're aligned to that Faction, you will get your extra LP per match from the booster on top of your normal earnings. This operates much like XP/CB boosters in Hero 'Mechs for example.

Regarding Loyalty Points, have you made any provision to insert loyalty medallions for Clan players who bought the Phoenix Packages or are these boosters going to be restricted to Inner Sphere Factions?

This is something I can bring up in the next production meeting with Russ and Matt.

How will faction loyalists who commit permanently be rewarded above contract players?

The thing about permanently aligning with a Faction is that you will earn higher LP per match than part-time contract players.

So, what's the point of Loyalty Points if you plan to be a Mercenary unit for a Clan?

Clans will be giving out rewards just like IS Houses do.

So for us Mercs that means, that Faction Rewards can only be used while we are contracted with that specific faction... if we are playing our role properly, we would be fighting for a lot of houses, which means all faction rewards will just be senseless for us?

If you keep switching Factions then you won't be able to maximize the awards you get from the Factions if you were to stay with them longer. Constant flipping of Factions is something we do not encourage but it's up to you the players to choose what to do. If you do frequently flip Factions, you will have low LP totals for numerous Factions instead of high LP for a single Faction.

Is the LP system only going to be counting CW matches?

LP is Loyalty Points, this is part of the CW part of MWO. So yes, LP will only be earned in CW gameplay.

On behalf of the large and lively Nova Cat faction existing within your playerbase I´d like to ask:Should we go for timed clan loyalist contracts and hope, or go permanent?

This is up to you but I would suggest going for the longest part time contracts for now. Once we add Clan Nova Cat to the game, you can then switch to it when you see fit.

Will specific mech chassis used mainly by a specific faction give you any bonus or boost to LP earned for each faction during CW play?

Not at this time but it is something we could add in a future expansion.

Have you considered placing Ammo Supply Points (ASP) on the map and allow the units to either attack it or defend it? Maybe one on each side of map or just one located on the map. It then becomes a decision of securing the ASP first or take out the gate first? Or try to do both. Make the players decide and fight over the ammo.

If and when we do add an ammo supply system into the game, we probably will do it as you mention where they are vulnerable to attack.

So... what is CW for a newb like me and will it modify in anyway the way I play now? I would not like to be forced to join a faction because I don't know nothing about any and I don't feel to do some intensive reading about where all this is originating from.

Community Warfare is an Opt-in section of the game. You are a public/PUG player, you can continue to play as such without any interference from CW if you so choose. If you do not launch into a match from the Faction tab, you will launch as you do right now.

StalaggtIKE(Big set-up block of text for a question but here's the answer):Is such a system being considered? Will there be any incentives to choosing one over the other?

Half of your question relates to items we would include with logistics. As mentioned in other updates, logistics would be a large undertaking which we'd have to do in a Phase 3 type of expansion.

As for reducing prices on items based on Faction play, this is something that our database is not built to do. It is something that we will continue to investigate but it will not be in Phase 2 of CW.

Could you not manage the CW, that if somebody wins a planet, they could it hold without fear (fight) for a [week] long or such... Because, fighting for a planet 90 days long day-after-day is just boooooring?

When a planet is successfully taken over, the game will select an adjacent planet to put up for contest next. So yes, if you do successfully take over a planet, it will remain in your control as long as the opposing faction doesn't push you back through counter attacks on the nearby planets.

This is something we can discuss and has been mentioned. I'll fill everyone in if anything comes of this. We do think it would not be ideal for a brand new player to drop into CW." Really? While I agree it might not be ideal, are we catering CW to the 1% ?

Miscommunication here... this decision has nothing to do with competitive players, it has to do with us not wanting to drop brand new players into this experienced/role playing aspect of MWO.

Butane9000: Map alternative suggestions

Great suggestions here and we'll look into this as we develop CW.

Jetfire: Consumable suggestions

Some good thoughts here, a few that would be problematic but thank you for your suggestions!

Can you expand on what you mean by zones?

What have you guys thought about or worked on to deal with population imbalances between the factions? Would it work to stagger the faction contract sign ups instead of doing them all at once? Do you have plans to use population and faction successes to determine the number of CW planets that are contested at a given time?

We recently pulled the data on Faction alignment from a Unit perspective. What is surprising is that currently Units are fairly evenly spread across the 10 Factions. There will be the Faction reset at the start of CW that may change this and we will be keeping an eye on this carefully. While the game system will be in charge of planet contention, we do have the ability to add/override any planetary conflicts. If Steiner has a ton of people defending their border, we could easily add more Steiner planets into a contested state and open the floodgates to attack Steiner.

Will Wolf's Dragoons ever be a faction in this game? If so, does the original plan of attaining a certain amount of LP in each of the IS houses before you can join them still hold true?

It is our plan to add Wolf's Dragoons but not right away. When they do appear in the game, they will earn and lose LP in a different manner than a "pure" Faction/Merc Unit player would.

Clarification: "You say that you keep your loyalty rewards, even after you change factions. You also say that you lose all loyalty points upon changing a faction."

Again, you do not lose ALL LP when switching Factions, but there will be a hit to your total.

I'd like to know, whether repair and rearm will be implemented in community warfare. So for all intents and purposes there aren't really any "house units" but rather "mercenary units" taking a "permanent alignment" contract?

First, repair and rearm is something we have to be very careful about. We do not want to cause a situation where players lose so many CB through RnR that they can no longer play. We bring this topic back up every 2-3 months and still are looking into a way of bringing it back in a manner that makes sense and is fair to the player.

If there are 36 players attacking a planet, split into 3 groups of 12, will I be able to view the members and choose which group I want to defend against?

Matches will be created by 2 groups of 12 players. How those groups are constructed is on a first come first serve basis. You will not know who is on the other team until the match starts.

What is your relationship with Catalyst Labs? Are they working with you to make the game more canon?

Randall Bills has been working with us since near the beginning of the project. He's an invaluable resource when it comes to lore and information not generally available online. Very cool guy and I'm lucky enough to have a picture of him and myself choking each other out. But yes, he's a go to guy for lore and was also behind the InnerSphere News items that we used to have running.

Some players are purist and will only play IS mechs (Maybe some will only play clan mechs as well. But I’m going just talk about IS purists). Others, may not want to put out the cost for clan mechs. So, if the unit leader picks an IS fraction for a month of contracts, everyone in the unit can participate. However if he changes it up to a month of clan contracts, now everyone in that unit who does not own a clan mech is unable to play CW for 30 days!

This is entirely up to the player Unit to decide on. It is no different than playing a guild in an MMO where every decision is made by the players and the leader of the guild.

Clarification: I read Paul's post and I didn't see anything that said you wouldn't be able to equip cockpit items you earned (or purchased) from factions you aren't aligned with.

Items that you currently have (and can still buy after CW launches), such as a Steiner flag will always be usable. It's the rewards that are given out by a Faction (i.e. not purchased) that will be locked to Faction alignment.

SovietArmada: Ammo Center suggestions.

Again, some good ideas and thanks for the suggestions!

What kind of Loyalty Points am I going to need to get my Wolf's Dragoons decal?

There will be full disclosure when we get around to adding Wolf's Dragoons as to how they will be part of the game.

With the rank specific items are we talking about faction ranks or ranks based on our individual unit basis?

Faction ranks are ranks given by the actual Faction. The Factions will reward players with ranks as they accumulate enough LP to meet their thresholds. Yes, you will be able to get Faction specific ranks that are pulled from canon.

Basicamente, e como o próprio Paul diz no seu post, "novidades" são poucas.
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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

Mensagem  Lex Peregrine em Qui Nov 13, 2014 3:00 pm

Alguém reparou na alteração ao esquema do dropship mode no q diz respeito à seleção de mechs?

já não será obrigatória a seleção de 1 mech de cada classe, mas sim cada piloto ter um intervalo com minimo e maximo de tonelagem para escolher 4 mechs, ou seja quem não gosta de lights como eu pode optar por 4 mechs das outras classes desde q n passe 240 ton, ora deixa cá ver:

Awesome: 80

Thunderbolt: 65

Shadow Hawk: 55

sobram-me 40 q só dá pra um cicada q n tenho, mesmo q troque o Tbolt pelo Dragon só dava 5 ton a mais, tb n tenho blackjacks nem vindicators. Acho que estes 240 n chegam para escolhas de jeito. Q mechs é q alguém q queira levar um Atlas vai escolher?

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Lex Peregrine

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Re: Community Warfare - 2ª Fase (Update de 20 Novembro 2014)

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