Posted 20 November 2014 - 05:47 PM

Community Warfare Update – Nov 20

Drop Ships

Contracts

Invasion Game Mode

As each wave of ‘Mechs enters the battlefield, a Drop Ship will be entering the playspace for each lance. Everyone in Lance Alpha, will be spawning from the same Drop Ship, and the same goes for Bravo and Charlie.Currently each Drop Ship wave is spaced at [30] seconds apart. If there are no players in need of a drop, no Drop Ships will appear. The [30] second timer is a global timer. For example, players who get their ‘Mechs destroyed at time X, will be dropping back into the game at the same time as players who had their ‘Mechs destroyed at X+25 seconds. A player who had their ‘Mech destroyed at X+29 seconds will have to be fast with their ‘Mech selection or they will carry over to the next [30] drop meaning they will drop back into the match at x+31 seconds.Players can only miss 1 drop. If a player does not make a valid ‘Mech selection within 2 drop cycles, they will automatically be assigned the first available ‘Mech from left to right in their Drop Ship layout.Contract times have been reduced from 1 month, 2 months, 4 months and Permanent to 7 days, 14 days, 28 days and Permanent. We have also added the ability to break a contract but it will be at the cost of both Loyalty Points and C-Bills. Further detail on the actual costs will be outlined in the next update as we are still testing 12v12 x 4 outcomes in a CW match to see where the economy will be sitting when CW goes live.This is coming along nicely. The map has gone from the terrain map it was to a nicely art covered map. It is still an open map so keep your heads down and moving. There are now turrets mounted on the gates. Breaking through the gates is not meant to be an easy task but it is also not meant to be a drain on your logistical resources (ammo).Do not rush the gates if you're attacking!As per usual, feedback can go here: http://mwomercs.com/...ov-20-feedback/ And I'll post answers to questions later tonight.