CQC The CQC/Arena Suggestions thread.

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
I'm a curious wee fella you know and I got to thinking.

What would you like to see in future updates in CQC?

It would be great if there are some really constructive and detailed ideas posted and not single word or sentence replies.

Flesh out your ideas and give a reason why you think your idea would improve the CQC experience.

For example. Additional maps would be great but what kind of map? Location, size style etc..
Different game modes? possibly a rotating game mode that switches from TDM to DM to CTF? Or a totally new game mode?

So, get your thinking caps on and get creative.
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
Damn I like the thought of that. add a few underground tunnels maybe?
 
Damn I like the thought of that. add a few underground tunnels maybe?

Either that or some sort of Swiss cheese inspired megastructure in the centre of the map to do the same thing :)

The only problem that I can think of is that you'd need the spawn points to have docking clamps or tethers to hold ships in place while they wait for a match to start.
 
Hi,

I m thinking about a cqc tdm map which takes place in a battlezone with two capital ships firing at each other.

We can imagine it for a simple Tdm or for a special goal like destroying an element of the enemy capital ship.

Spawning in the capital ship internal bay.

Dodging the sentries etc...

The good point of this idea is the potential of immersion imo.

Thank you
 
Last edited:
My #1 priority: private match support. Rather than forcing us to use the (frequently awful and spotty) matchmaker, give us a way to schedule our own games. This opens options for player-run tournaments, leaderboards, etc. It also allows people who just want to play with friends to do so. Private matches shouldn't have a minimum number of players, so you can duel or train with just one opponent or set up a 4v2 team match or maybe even cruise around the map on your own. If stat padding / xp farming is a concern, just make private matches not count for stats/xp.

#2 priority: Lobby chat. If we're going to be stuck "searching for match" or "waiting for players", at least let us shoot the breeze with other people also waiting! It's also frustrating after a game to not be able to ask an opponent "how did you do that?" or "wow, that was amazing!" or simply say "gg, that was fun, I hope I get to play against you again."

#3: More maps. Straightforward request, more variety is nice. Specifically, I'd like to see maps that make more use of tunnels (Descent-style), as well as some planetary surface map.

#4: Tweak the Weapon Enhance powerup. I don't mind that it's the single most impactful thing and a natural point of control and contention, but controling it is a little bit too much of a dominant strategy right now. There have been some good suggestions for tweaks, MercenaryThorrn summarized most of them in this post.


More game modes seem like a waste of time to me unless we either get a higher population of players or private match support. Otherwise, they'll just end up like CTF does now, a barren wasteland.
 
Last edited:
My #1 priority: private match support. Rather than forcing us to use the (frequently awful and spotty) matchmaker, give us a way to schedule our own games. This opens options for player-run tournaments, leaderboards, etc. It also allows people who just want to play with friends to do so. Private matches shouldn't have a minimum number of players, so you can duel or train with just one opponent or set up a 4v2 team match or maybe even cruise around the map on your own. If stat padding / xp farming is a concern, just make private matches not count for stats/xp.

#2 priority: Lobby chat. If we're going to be stuck "searching for match" or "waiting for players", at least let us shoot the breeze with other people also waiting! It's also frustrating after a game to not be able to ask an opponent "how did you do that?" or "wow, that was amazing!" or simply say "gg, that was fun, I hope I get to play against you again."

#3: More maps. Straightforward request, more variety is nice. Specifically, I'd like to see maps that make more use of tunnels (Descent-style), as well as some planetary surface map.

#4: Tweak the Weapon Enhance powerup. I don't mind that it's the single most impactful thing and a natural point of control and contention, but controling it is a little bit too much of a dominant strategy right now. There have been some good suggestions for tweaks, MercenaryThorrn summarized most of them in this post.


More game modes seem like a waste of time to me unless we either get a higher population of players or private match support. Otherwise, they'll just end up like CTF does now, a barren wasteland.


I second suggestion #1. Previously I suggested "Invite to an opposing team" option for TDM, but fully private DM works even better.
As to #4 - Eliminating weapons power up all together may be the best option. It requires little skill to keep it to yourself and high rank matches often deteriorate to "dances around WPU"

Since this is a "duplicate thread" here is my posting on the subject from "How to fix CQC (ideas for FD":

Low cost (little dev. effort) changes:

1. Instead of "invite to squad" make "invite to the opposing team" option. Players have no reason to have wings/squads in CQC but there is a lot of interest in setting up matches (1v1 included - should not have lower limit on # of players)
2. Decrease G-loc limits (so blackout/redout) effects more visible - it will add complexity to the game. (we know they are implemented and sometimes visible. But atm effect is too weak/transient)
3. Narrow arena limits or increase radar range so hiding is possible only by using objects not just by parking at the edge of the arena.
4. Increase duration (or amplitude) of the "speed" power-up enough for it to be useful for more than just getting to another power-up.
5. Increase damage by cannons (not rapid cannons). At the moment they are next to useless (worse than plasma cannons)
6. Make sidewinders more maneuverable. So they can track other ships a bit better, but still unable to give a chase. As they are right now - they just too easy prey to all other ships.
7. Multiply CQC earnings by 20 (so it is still 10x less profitable compared to trading, but enough to be meaningful)
8. Enable "local coms" in Death Match.

High cost changes:

1. Add a speed race track. (perhaps on/near the planet surface, see #3 below)
2. Access CQC from a ship console or station services menu (so it feels more like a part of the game)
3. Add "Near planetary surface" arena (outpost on the ground). (Less 3D environment for easier navigation, but more interesting compared to "Cluster compound")
4. "Active" environment (turrets shooting at you from the structures. Or alternatively - large ships (AI) present in the arenas)
 
Last edited:
I second suggestion #1. Previously I suggested "Invite to an opposing team" option for TDM, but fully private DM works even better.
As to #4 - Eliminating weapons power up all together may be the best option. It requires little skill to keep it to yourself and high rank matches often deteriorate to "dances around WPU"

Since this is a "duplicate thread" here is my posting on the subject from "How to fix CQC (ideas for FD":

Low cost (little dev. effort) changes:

1. Instead of "invite to squad" make "invite to the opposing team" option. Players have no reason to have wings/squads in CQC but there is a lot of interest in setting up matches (1v1 included - should not have lower limit on # of players)
2. Decrease G-loc limits (so blackout/redout) effects more visible - it will add complexity to the game. (we know they are implemented and sometimes visible. But atm effect is too weak/transient)
3. Narrow arena limits or increase radar range so hiding is possible only by using objects not just by parking at the edge of the arena.
4. Increase duration (or amplitude) of the "speed" power-up enough for it to be useful for more than just getting to another power-up.
5. Increase damage by cannons (not rapid cannons). At the moment they are next to useless (worse than plasma cannons)
6. Make sidewinders more maneuverable. So they can track other ships a bit better, but still unable to give a chase. As they are right now - they just too easy prey to all other ships.
7. Multiply CQC earnings by 20 (so it is still 10x less profitable compared to trading, but enough to be meaningful)
8. Enable "local coms" in Death Match.

High cost changes:

1. Add a speed race track. (perhaps on/near the planet surface, see #3 below)
2. Access CQC from a ship console or station services menu (so it feels more like a part of the game)
3. Add "Near planetary surface" arena (outpost on the ground). (Less 3D environment for easier navigation, but more interesting compared to "Cluster compound")
4. "Active" environment (turrets shooting at you from the structures. Or alternatively - large ships (AI) present in the arenas)


I don't agree with some parts.
For example 4). For what? For running from start to end map and back? Maps are builded for close PvP and the point of the boost speed power is simply run away or get another power up it's simply one of the parts and tactic in PvP. Just i want to say longer duration of the boost speed power up doesn't have sense for those small maps. All power ups are balanced very well only 75% pilot's don'! use them or not in right time. But yes maybe in future if will be there more various maps it can be usefull .-)


5) The cannons doesn't need improve their damage. Those weapons have very high damage against hull and eventually if targeted enemy has lower resistance shields against kinetic weapons, but maybe they need little bit bigger ammo clip size.


6) The role of Sidewinders is Tank. They have biggest armor and shields compared with other ships but unfortunately it's the price of their maneuverability. Try to use FA OFF with 4 PIPS in SYS and try it to shot down. Even with Weapon enhances online you will have problem to shot down them.

Overall modules,ships and power ups are balanced very well. Just each kind of them has own style.I like this CQC because it's one of the games where you can see who have brain and who not.

Howewer the CQC need CHAT PANNEL while pilots waiting for battle. More various type of maps (for example beacon hunt/capture the beacons - for 60 second will be active one of three beacons and each team has for task to capture it for getting points?). More usefull envrionment ( tunnels, tunnels in asteroids etc..). Less bugs and lags. Acces to CQC from main game, more motivations for players to play it ( Various titles for various achievements etc..) and maybe more things, but i can't remember them right now .-).

(Srry for my english perhaps you understand me :))
 
Last edited:
- I want to see a map that's based on one of those planetary bases on moons.

- More details on weapon selection. At the moment every single weapon has 'max damage' on the graphs in the outfitting screen so why would you change from Pulse Lasers? Only thing that's different on the beams is higher heat and higher powerdraw for same damage so why would you use them?

- Stop players joining games with 10 seconds to go, marking a loss on their record

- Show games in progress so we know if we should wait for that match to end.

- Allow shock mines as an equipment choice

- Make silent running retain shields (as you generate a LOT of heat in such a small ship anyway) so everyone isn't using chaff

- Put CQC rank decals in main game

- Put leader boards for CQC in the main game somewhere.

- Allow to queue for CQC games while in the main game, which pops up on screen when you can join the lobby to start a game

- Put in paint jobs for the condor and fighter for death match

- Add kills by weapon type in statistics screen

- Fix statistic screen, Sidewinder isn't my favourite ship.

- Add a survival mode, where 4 Condors have to survive for as long as they can defending a relay or something against increasingly harder waves. (like Firefight in Halo, remember that in Halo 3 / ODST?) This is already in the main game at a distress beacon, I'm sure it could be implemented into CQC.

- Remove CTF and make it appear in TDM randomly.

- Replace the Sidewinder loading screen to CQC with a Condor, the Sidewinder is boring.

- Respawn with last Distributor settings

- Increase collision damage with objects. I realize it's built of the in-game settings where mass = damage to objects, but you can bounce off things for days with no worries.

- Allow decals to be put on CQC ships, make decals unlockable for certain feats.

- Put in somewhere that if you get to level 50, you get an invitation to the CQC Holdings Station in the main game, this isn't advertised anywhere. This is the only reason I play CQC, I'm sure there are others in the same boat as me.

- Increase CQC earnings for the main game, or make cosmetic items purchasable with credits.

- Update splash art for the game mode selection, make it look sharper, at the moment it looks like it's a low res jpg. (no offence)

- Perks for ships / upgrades that aren't modules maybe?

- Add iEagle or add more small ships.

- Overhaul the visual thrusters, they look like teardrops spawning from nowhere, they look like the main game ones scaled down and don't even connect to the model
 
I don't agree with some parts.
For example 4). For what? For running from start to end map and back? Maps are builded for close PvP and the point of the boost speed power is simply run away or get another power up it's simply one of the parts and tactic in PvP. Just i want to say longer duration of the boost speed power up doesn't have sense for those small maps. All power ups are balanced very well only 75% pilot's don'! use them or not in right time. But yes maybe in future if will be there more various maps it can be usefull .-)


5) The cannons doesn't need improve their damage. Those weapons have very high damage against hull and eventually if targeted enemy has lower resistance shields against kinetic weapons, but maybe they need little bit bigger ammo clip size.


6) The role of Sidewinders is Tank. They have biggest armor and shields compared with other ships but unfortunately it's the price of their maneuverability. Try to use FA OFF with 4 PIPS in SYS and try it to shot down. Even with Weapon enhances online you will have problem to shot down them.

Overall modules,ships and power ups are balanced very well. Just each kind of them has own style.I like this CQC because it's one of the games where you can see who have brain and who not.

Howewer the CQC need CHAT PANNEL while pilots waiting for battle. More various type of maps (for example beacon hunt/capture the beacons - for 60 second will be active one of three beacons and each team has for task to capture it for getting points?). More usefull envrionment ( tunnels, tunnels in asteroids etc..). Less bugs and lags. Acces to CQC from main game, more motivations for players to play it ( Various titles for various achievements etc..) and maybe more things, but i can't remember them right now .-).

(Srry for my english perhaps you understand me :))

4 - For being able to actually get away. At the moment speed boost is basically equivalent to 1.5 normal boosts - gives you a second or two at most and only if the one chasing you is far enough. Make it a bit more powerful (either double speed or time) - not enough to go around entire arena, but enough to get at least 3-4 seconds of time to regroup/turn around...

5 rapid cannons - do not. cannons - do. They miss a lot and do not cause enough damage.

6 Absolutely. But atm it is not a good tank. It is only somewhat usable with tracking cannons (gets them at rank 50). Very easy to avoid its weapons and somewhat easy to kill (even with powerups and shield cells) But if you have Weapons PU - it takes only a couple seconds to kill.. While FA/off somehow affects its turning rate more than other ships, it is still not enough to track smaller faster ships.. It should be "a stationary turret" - hard to avoid, needs hit&run tactics to get red of...

I can't agree on your assessment of the in-game balance. There are a couple of set-ups that almost always win and there are set-ups that almost invariably loose (sidewinder in any configuration is one. Eagle with cannons is another)
 
In Deathmatch, when the first player reaches 750, remove him from arena but continue game for the remaining players up to the time limit (removing players as they reach 750). This way new players would not get discouraged so much but quickly ending matches when "advanced player" is "clubbing seals"
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
There's some great ideas coming out here folks.

Liking the ideas of Private matches and lobby interactions.

Sending friend requests in the lobby as well would be a good idea.

Keep them coming. :)

Oh, and don't shoot me when you see me in game I need to get my K/D up. :D
 
Everything I can think of has already been covered but I wanted to point this one out again.

- Allow to queue for CQC games while in the main game, which pops up on screen when you can join the lobby to start a game

Really think this would help more people play.
Many people say they give up after waiting for a match too long. I do it as well.
If I could play the main game it would be great to queue up and then just go about my business till I get a match.

Edit - Oh and I would love a new map fighting around an old battleground with federation and imperial capital ship husks.
 
Last edited:
A small tweak that will make everyone happy: add an option toturn off all sounds in cqc lobby AND make match countdown louder

That way I can do other things while waiting for match and when it finally starts I wouldn't skip it


MAP: inside large hollowed out asteroid with interconnected tunnels on perimeter and a large space in the middle with some thin and destructible cover. Some tunnels with powerups should have hazards: anything from too much heat (from being close to outer shell, which it being melted by nearby star) to very corrosive green fumes that eat through your hull.

Current maps could be improved by making these electric columns in tunnels and explosive barrels to be able to strip our shields/ drain our capacitors on contact and on explosion and damage our hulls.
 
Last edited:
I'm a curious wee fella you know and I got to thinking.

What would you like to see in future updates in CQC?

It would be great if there are some really constructive and detailed ideas posted and not single word or sentence replies.

Flesh out your ideas and give a reason why you think your Idea would improve the CQC experience.

For instance additional maps would be great but what kind of map? Location, size style etc..

Different game modes? possibly a rotating game mode that switches from TDM to DM to CTF? Or a totally new game mode?

So, get your thinking caps on and get creative.

Afraid I'd have to say... nothing... Invest the time/effort in the core game instead!

Sorry.
 
Suggestion for CQC? hmm....

First one that comes to mind is: AI opponents. It's bloody impossible to find matches when I have time to play. Which is why I stopped trying. It would remove the lag related issues and let people actually play the mode instead of waiting in a lobby until getting bored...

And that's about it. Can't really say anything else since I never got into a match after beta... and after few times, I stopped even trying.
 
I'm a curious wee fella you know and I got to thinking.

What would you like to see in future updates in CQC?

It would be great if there are some really constructive and detailed ideas posted and not single word or sentence replies.

Flesh out your ideas and give a reason why you think your Idea would improve the CQC experience.

For instance additional maps would be great but what kind of map? Location, size style etc..

Different game modes? possibly a rotating game mode that switches from TDM to DM to CTF? Or a totally new game mode?

So, get your thinking caps on and get creative.

Ok First :
-Possibility to host / create unranked game so we don't have to rely on the matchmaking (+ unranked game browser)
-Team registering like a 6/8 cmdr slot team (ingame you'll have 4 player place but as real life you have a bigger roster than player on the ground) and add a ladder, somekind of seasoned championship with team standing
-Add some planetary surface for cqc game (+it would act as a demo for those who do not own horizon for exemple)
-Base vs Base mod let say we have a two crater connected by a deep canyon (i think cqc can add fantasy background that open does not due to scientific accuracy ) a base for each team, the objective : destroying ennemy base/protecting yours
-Canyon ship racing, and canyon srv racing
-Planetary starport map :p
 
Last edited:
Another suggestion:

- Instead of a vote to ignore the map, why not a vote to disable powerups ? ...And/Or a vote to replace gimballed weapons by fixed ones ?

Advantages: Ignoring powerups can change the gameplay, simpliest and less "rich" in tactics but more oriented "full dogfight skill". And replacing Gimballed by Fixed will make the game certainly more challenging.

Don't forget it's just an option (by voting).

I am sad that we are so few players in CQC =( If matchmaking were rapid, It could have been an other game mode.
 
Back
Top Bottom