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CW Phase 2 Update
Forum » Mechwarrior: Online » Updates
Red SailAdmin 25th Sep 2014

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[font=HelveticaNeue-Light, 'Helvetica Neue Light', 'Helvetica Neue', Helvetica, Arial, 'Lucida Grande', sans-serif][color=orange]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 b


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Last Edit: 25th Sep 2014 by Red Sail
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