Posted 22 October 2014 - 07:27 PM

I don't like this result. Having matches/planets determined by forfeitures is not productive... like in league play. Why not just increase the Assault window or reduce the token rate (as in it isn't a full token, maybe like a half token)?

Any examples of the benefit a unit/faction gets beyond having it's banner hanging over the planet it just won?

You mentioned players will still earn most of their Cbills in the public queues we have now. Will the CW matches have similar rewards something completely different or none at all?

Do we have to change our unit faction in the Unit Leaders profile to say Davion for example or will this be a modular in cw that we select our faction.

Though, realistically, considering the way you put it... Paul, am I right in thinking there isn't going to be an animation? Is there possibly any way a first person animation, or at the very least a pod flying up from the destroyed 'mech, could be implemented?

Will we see the cbill rewards be adjusted since it's going to cost us money to actually participate in cw?

When will my unit be tagged Clan Loyalist ingame? Tag works here on forums, still not showing us as such ingame. Any help coming on that (admittedly minor) item?

It would be nice to get a sneak peak at the UI for it though Can't you just cover up the actionscript vars?

If we are stuck with whatever faction we have now by the time CW start - will we be able to get any loyalty points transferred or at least refunded in some way when we change to the allegiance we specifically want? Or will it be fixed by this point?

Just a simple question.. ATM is there only the one map to be used in CW? Well a couple more..... Will the gate control (building) be able to be Narced (Narc) or targetable? Will the building take damage from Arty or airstrikes?

There is another map in progress but you didn't read that here.

Have you considered that the opposing player last to shoot the ejecting pilot's mech the moment before he ejects is ACTUALLY the FINAL BLOW?

Isn't that supposed to be VTOL?

These are not the 'Mechs you're looking for... move along.... move along...

Will there ever be a PVP game mode that will be designed with the goal that you are more likely to win in a different manner, like capping for example.

Is PGI looking at any additional new resources for consumables for this DropShip mode? Possibly in the sensor or advanced forward deploying UAV?

Just two quick questions, any chance that you will be implementing a "spectator mode" for CW and will you be allowing Trial 'mechs to be taken on the dropships?

Can you get more than 10 tokens to have a "lead"? Does it matter if you have one person/group attack an undefendet planet, or 120 players at once, if there is no defender?

How are Mech going to reload ammo in prolonged fight ? I don't think it should be prohibited because it's kind of sad to eject just because you're out of ammo. And if it's available, i don't think it should free either.

Were the 10 seconds just an example or have you locked that amount of time? If not, may I suggest 2-3 seconds? Another thing, what happens if the player doesn't eject in time?

Have you guys ever thought of creating a map generator using different parameters such as max and min: altitude, temperature, water on ground, building (city, industrial), destruction of the objects (if they are almost all brand new or mostly destroyed), etc; so you can create a base for lots of maps using existing objects in a quicker fashion and possibly generate all maps like this? Also, have you gave any thought of applying specific maps to specific kinds of planets? For example: Hot maps to notoriously hot planets as they are described in sarna?

Please specifically indicate if you are planning on letting us change out modules between mechs in drop ship, during respawn or not.

I would highly recommend that you add a new restriction preventing new players (those who have not finished their first 25 cadet matches) from participating. This will prevent much rage from competitive teams.

My only question is are you still on target for release this quarter? What's the ETA?

Will we be allowed to use a Mech twice on the dropships? Maybe with two different variants?

Which maps & modes will be used in CW? Just Frost or will we see assault, conquest, skirmish as well.

Are there going to be different tonnage limits for IS/Clan units, or will there be a unified tonnage bracket? Or are you planning on using tonnage caps as another way to bring balance to the Clans?

When we die and are about to respawn, do we get to select which mech we drop in next, or does the game automatically pick the next mech in the dropship queue?

These are most of the questions I'll be answering.. I'll just post the questions and fill in answers as I hammer through them tonight. I put the feedback thread up so you can start commenting on this update. Take a read through these questions before asking your own to avoid duplicates.Planet takeovers will not occur based solely on forfeitures. This situation should be a very rare occurrence and is part of the reason we have CW time windows. The number of planets up for attack/defend also help remedy this situation. We will be starting with a select few planets in each Faction space available for attack/defend. If we have an overwhelming number of players partaking in CW, we will both increase the time windows and the number of planets up for contest.Higher Loyalty Point rewards is a big kicker and there may be some C-Bill incentives to drive this even further.Due to the CW time windows, you would probably be playing more in public matches than CW. This does not mean that CW matches will not be profitable (depending on outcome).The setting of Faction (as described in the update above) will be in-game and not done through the web profile interface.We are going to try to make ejections as dramatic as possible, but with our current timeline and resources, a full on 'holy poop!' moment probably isn't in scope. However, we will be able to advance on this feature when CW Phase 2 is out the door and have time to address it.C-Bill rewards will be determined though play testing, observing the mode when it's live and adding additional kickers (destroying a base, destroying a power generator etc) to the mode.Good question... I'll ask around and get you an answer soon.I'll talk to the UI designer and others about screens that I can show you. I'm always hesitant about releasing information too early and having preconceived notions about what the UI will be like come up when the whole interface could change between now and release. If I'm able to get you some images, I'll post them at the bottom of this thread.This is something we're still discussing. We want to give you your Loyalty Points and be able to choose which Faction you want them applied to. It's up to engineering to come up with a clever way of doing this without having to write a complete new system for a 1 time injection. Will update as we figure out what we can do.Right now "Frost" is the only map being tested.The gate control building will be targetable just like the current turrets in Assault mode. As for NARC, it may or may not work. Will have to test this out tomorrow. Yes, the buildings should take damage from Air/Arty strikes.This is something we could do but the actual Eject system is still being thought through in terms of timing and people trying to exploit the system to "deny a player a kill".Sorry about the confusion over my last response. Game modes that do not rely on total enemy annihilation is stuff that is being investigated right now. The chances of them being included with CW Phase 2 is not likely but it is something we are looking at in terms of design as a must have feature soon after.We are always open to ideas and investigation into new consumables/modules and DropShip mode will probably need a few new ones. Open to suggestions from the community if you have some ideas.Spectator Mode is something we really want to iron out for our competitive players as well as people wanting to create videos of MWO. Right now, as Russ has mentioned, we are all hands on deck for CW Phase 2 and Spectator Mode is currently not on the table. This too is considered a must have feature in the future for MWO.Yes you can get more than [10] tokens for a lead buffer. (Note: Anytime you see [ ] around a number, it means we have defined it as a variable that can be tuned.) There are talks about making some planets be harder to take over so that [10] might be [20] for a specific planet. A single player cannot trigger an attack on a planet. They can choose to attack it but unless 11 more people show up to help him/her, there will be no attack made. If 120 players show up and attack, the call to arms of the defending Faction will be sent out as the CW queuing system starts building 12-player attack teams. If no one shows up to defend (and that should be rare as mentioned above) then a zone or two on the planet may be lost.This is a very delicate discussion in the office. We are talking about the possibility of having reload stations in the map but this is not 100% decided yet. I'll post more on this as we make the final call.[10] seconds is a tunable variable that we are using for testing purposes. This could change to any value as we see how it plays out. As for the player not ejecting in time, do not think of this as your pilot's life. If you get destroyed without ejecting, you still move into the drop ship queue just as you would if you ejected.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.We have Randall Bills going over the planets and giving us write-ups about each of them. If we can adopt a map/planet combination that is suitable, we will do it.Right now there is no plan to allow you to take modules off a destroyed 'Mech and put it on a 'Mech in your drop ship.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.Mid to late Dec. So yes, we're still tracking for that time.You can use any individual 'Mech only once. If you create a Jenner and call it "Maybe", you can only use it once. If you have 4 individual Jenners, you can drop in each of them once. Think of it this way.. if you take a 'Mech into the fight and it gets destroyed, you cannot warp it back to your drop ship all fixed and new and re-drop.Right now "Invasion" (Frost is the codename of the map), is the only mode that we have targeted for CW. But that is right of this moment. We may include some of the other game modes if necessary.Current plan is 140-240 for both IS and Clan. This does help balance the Clans out a bit, but we will adjust as needed and as more Clan 'Mechs become available.When you are destroyed and returned to your dropship, you will have a limited amount of time to choose the next 'Mech you take into the match. If you miss more than 1 consecutive drop/respawn, the game will automatically select the next 'Mech for you in a left to right order.