Posted 20 August 2018 - 09:17 PM

CalltoArms timer change - wont exist if 2 min launch window ?



Queuing integrated into LFG - this is LFG showing what people are in LFG for ????



Reward group play at a higher level than solo - Podcast gave impression this is a definate no ?



Scouting mode end condition investigation (diving) - Agree its a problem, I dont have the solution.



Rewards for CalltoArms participation - wont exist if 2 min launch window ?



Battlefield based tonnage restriction (e.g. only 4 assaults at a time) - Podcast gave impression this is a definate no ?

More than 4 drop decks - As stated above, Longer launch drop deck timer will reduce the need for this you stated along the lines of larger than desirable programming task?



VoIP prior to drop - Podcast said no, maybe during map load screen after decks locked in ?

1.1 Yay.1.2 - We already only have only one FP queue except for a few hours when Clan vs IS and same side conflicts swap over ? (Do you mean 1 queue where both IS and Clan are on the same side of the queue so 12 mans in queue on the same side will be dropped against each other ? )- Every 2 Minutes seems Low for peak time, and definately too low for quiet hours.1.2.1 - This system equates group size as the biggest factor to chance of winning ignoring individual ability. Yes it is Probably better than our current system however by implementing groups average or total SSR as a factor when matching different groups together it would be an easy improvement. This currently says to me "If your great group up, if your casual dont play with your friends (queue solo)."Do the people who get left out have to stay queued or can it remember to prioritize them the next time they queue ? (would be an improvement for Solaris aswell)1.3 - Isn't that what we have now ? and the cause of the "side stacking" issue. I thought the poodcast said locked into contracts for duration of event1.3.1, 1.3.2, 1.3.3 - In the current system, freelancer is basically terrible, and probably shouldn't have existed as it had no benefits / no LP, all it does is get trial mech players into the queue to fill it out with no idea whats going on. Mercenaries as a portion of the galaxies mech pilot population is smaller than loyalist mech pilots is it not ? why would the more Selfish, less social, pilots who have more freedom and choice in where they fight have to group up, removing them from filling out the groups queues and loyalists be the solo queue fillers? it seems the complete opposite to LORE , yes there are exceptions, large Merc units like the wolfs dragoons, On the whole Mercenaries are the lone stalkers, while loyalist battalions would be the larger groups. making mercenaries size restricted the other way (solo only) would help alliviate your "stomps problem" you ask for help for in your podcast. In relation to asking for help with that issue, you may not have read it because I put it in spolier tags, what i proposed in https://mwomercs.com...ost__p__6147410 helps cover / alleviate the Stomps issue along with your above SSR addition..2. Yay & is there a way to let Liao fight in kurita/davion conflict without breaking liao loyalist contract ?Community notes: -Sightlines on Boreal https://mwomercs.com...eal-vault-poll/ https://mwomercs.com...ost__p__6144123 Boreal Vault issues, I thought I saw a Boreal Vault thread, now I cant find it, was it other people in the new hope thread ?Imho don't change Vitric gens, The defenders have better Jump jet access to the roof and the tightest ground level chokepoints of all the maps, the attackers having a roof option to contest helps balance out the more difficult ground level options.Crimson Straight Charlie line dropzone walls are terrible, the non Charlie line dropzone is too isolated from the other 2, on the cityside spawns.New River city Dropzones terrible, they were ok before ....... https://mwomercs.com...er-city-dom-dz/ Tug of war - removal of bar MAXIMUM in one direction would be the easiest way to fix the last hour being the only hour that matters in an event, allowing the conflict to swing for every win / loss not be capped out after a certain number of wins.Rewards kickers, I took this as being the desire of the community for a post game screen where you have to give 2 players a most teamwork orientated player and least helpful most troll player selection to encourage good player behaviour / teamwork with rewards. Not more protected medium in game style achievements.....Seeing queue counts can hurt more than spinning wheel. Ie solaris. Ppl look for games but dont queue. (in FP eg, "oh only 6 other people are queuing for each team, ill wait till theres 10 other people alreay waiting in Queue and go drop in other game modes till i see that"Conquest score adjustment....... when the 3 of you dont even know the current cap is 1250.... a lot more research needs to be done before increasing the ending score.Can you draw data from FP conquest matches of how many mechs are usually remaining on each side at the end of a match with the current 1250 max ?In my humble opinion there should be no more than 4 permadeads across the 2 teams and the majority on their last mech, I believe 1400 or 1500 would achieve this. However when/if you change the queueing system to have better matches one sided stomps would happen less, therefore games will take longer to reach the score cap and the cap will need lowering back down.Can you make a voting in game screen when people push the Faction Play tab that gets EVERYONE who queues for FP to vote on important issues instead of just the forum few ?Adjusting launch countdown,2 minutes with more dropdecks seems the popular opinion, I say 3 minutes for multiple reasons,this would make the need for more dropdecks far less and even remove the issue for many, so it would remove the programming work.A ready button like comp queue currently has would allow games to still launch in 2 minutes or even less.Its better to spend a little extra time making sure everyone has what they want before a 20+ minute commitment rather than having people frustrated they have the wrong mechs/hinder their team because of it.Early wins to avoid stomps, im not a fan as it just means more load screens, I would prefer less stomps to occur through better matchmaking and better spawn point defences / requirement to leave your spawn after an amount of time. If I had to have a number it would be between 17 and 19 destroyed mech difference.Call to arms Timer change, Will call to arms still exist if matches are kicking off every 2 minutes ?, people also were asking if we could decrease time before a ghost drop is called, new system would remove ghost drops from the game?, people who miss out on matches could be rewarded for sitting in queue (if queue wait time was more than 2 mins which I believe it needs to be).Unit Missions sounds good to me, are we talking along the lines of "As a unit destroy (unit active player count X 100 enemy mechs) in FP in the next 7 days ? kinda thing ? (math is probably off) for ?? xp/cbills for the unit leader to hand out ???Systems UpdateThats me covered everything I think, If i didnt put it here its in the "post that I had in spoiler tags" - linked above, oh on the walls / ramps , we want dropships to be able to shoot the people on the outside of the dropzone walls more easily, thats why we want them angled (but imo not to 45 degrees) , Can dropships be higher up without legs getting fall damage I illustrated it in a picture in other thread...?

Edited by Cadoazreal, 22 August 2018 - 04:41 AM.