Tannik's CQC Patchnotes Wishlist

Just for fun, let's pretend we got a full 3.3-sized major update dedicated to CQC/Arena. Here is my wishlist of what patchnotes for something like that might look like:
Apologies for the formatting, I don't know why it's so hard to deal with bulleted lists in the BB code


  • NPC bots added, filling empty slots until players join
  • Bot-only matches are also available
  • You can now queue for matches via the Multicrew menu in-game
  • Added co-op “gauntlet” mode: defend your installation against escalating waves of enemy pilots (or maybe even Thargoids!)


  • Weapon power up now makes your ship glow conspicuously

  • Weapon powerup duration reduced to match the Stealth powerup
  • Powerups wait 30 seconds before they initially spawn
  • Empty powerup rings still appear on the map, but with a different icon.
  • Fixed stealth to not reveal you to an enemy's teammates when you fire on them


  • Added new lobby voting options for powerups (regular, removed, or randomized)
  • Added lobby chat
  • Added new lobby voting options to change game mode between deathmatch, TDM, CTF
  • Added option to join any open game, regardless of current mode


  • Allow players to see the equipped modules of whoever killed them
  • Added materials as a randomized reward for completing matches


  • Fixed Eagle center of rotation & targeting center to match
  • Added railguns as a loadout option for the Sidewinder
  • GU-98 top speed reduced slightly
  • Added the Taipan. Super boost diverter in starting loadout, highest top speed, slightly less agility than the Condor.
  • Updated pip scaling effects to match the main game (linear shield pips, eng pips affect rotation speed)


  • Added new maps, including planet surfaces and indoor tunnels
  • Added caltrop micro-mines (uses utility slot). These mines create a stationary field that activates after a couple seconds. Hostile ships passing through take damage proportional to their speed. Boosting into one will probably kill you, but inch through and damage will be minimal.


  • Added ability to choose a faction sponsor. Your victories will increase their influence.
  • Added livery options
  • Added support for CQC-based community goals
  • Added “target none” control binding
  • Don't count stats for matches that end right after you join
  • Fixed sound & music bugs
  • Misc module balance nerfs & buffs


I'll probably update this list over time.


What are your ideas?
 
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My ideas:

1/ In game joining through the main game rather than having to log out to the menu. i.e. similar to joining multi crew.

2/ A daily reward system that rewards you with credits & materials in the main game once a day for taking part.

3/ CQC missions at stations.

4/ Linking CQC to the BGS somehow.

5/ Squadron tournaments - for a more competitive approach.
 
All of this please, but with one amendment:

instead of

  • Powerups wait 30 seconds before they initially spawn

I'd love to see:


  • Power ups wait a randomized interval (between 40 and 60 seconds) before re-spawning

It would significantly limit power up looping!
 
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Adding my upvote to this!

Also, and this is an incredibly complex long shot, but I'd love to see a team Arena mode where you can build/engineer your own ships, but each ship, module, and engineering upgrade has "points". Each team has an allocation of points, and they can be distributed in multiple ways. For instance, one person could engineer up an FdL, but that would use almost all the available points and everyone else would be left in underpowered fighters. Players could vote before the "build" round to allocate randomly, evenly, or proportionately by CQC ranking. Using fewer points than allocated goes into the team pool, and anything left in the team pool increases your reward at the end of the round.
 
I have somewhat mixed feelings about bots. Right now, the CQC rank is the only one in the game that you can only advance through pvp and I would prefer to keep it that way. While I welcome the idea of bots to fill up games, I would prefer to have it implemented in a way that best keeps that and makes it impossible to grind rank via pve.

Regardless of that, it's a great list.
 
I have somewhat mixed feelings about bots. Right now, the CQC rank is the only one in the game that you can only advance through pvp and I would prefer to keep it that way. While I welcome the idea of bots to fill up games, I would prefer to have it implemented in a way that best keeps that and makes it impossible to grind rank via pve.

Regardless of that, it's a great list.

I don't do CQC, but what about having all of the bots called "Practice Drones" or something, and have them not contribute to CQC rank? Matches should be easier to get into, but you would need to have at least one other player in the match in order to get any kind of progression towards your CQC rank.
 
Definitely. Queue from main game and transparent lobbies I think are crucial.

Weapon power up now makes your ship glow conspicuously
Possibly make it incompatible with stealth?
And put some of the newer weapon effects onto it as well.

Updated pip scaling effects to match the main game (linear shield pips, eng pips affect rotation speed)
I'm not sure about this one - non-linear shield pips makes the power distributor more interesting, which is one of the main areas for skill. It'd be a bit easier on absolute beginners because 2-2-2 would no longer be quite as terrible, but only slightly.

Added railguns as a loadout option for the Sidewinder
Nice idea. The frags need buffing on it as well - at stationary point-blank range, so ideal circumstances for them, I still (narrowly) lost a face-tanking battle to a pulse laser Sidewinder...
 
Yep.. Some good thoughts there.

1) I agree about the progression issue with bots (maybe assign them 1/50th of normal progression value for the purpose of the wishlist), but I don't see bots as being likely in Arena anyway.

2) One small thing that might be implementable now would be do slightly adjust the info showing when Cmdrs. are in rounds so that it reflects which mode they are in. Where it shows now on the Contacts tab (or on an xbox profile) that they are in CQC, maybe it could show CQC: DM, CQC:TDM, or CQC:CTF.

I think anyone looking for the Flag or Team matches would be more likely to join if they knew those were the rounds currently being flown.

3) I thought it also might be fun to have those exploding barrels in the maps (with the green mist) tie somewhow into the Thargoid storyline. ...where the goals would be to either destroy them or to protect them. Maybe as a way to acquire increased Mycoid weapon damage or increased caustic resistance (some quantity that dwindles down as it gets used in the main game - toggle.)

Absolutely...any manner of materials loot being added into the current modes would be awesome.

Cheers.. o7

edited: Formatting
 
Good list. That basically included all the improvements that I've thought about over the years, plus a few more that I hadn't...

Another new map suggestion: Battle aftermath - ship graveyard
 
Just some thoughts about CQC

I like your ideas.

I think CQC could be experienced by more players in OPEN/SOLO if players could wait in Que while playing in the main game. When a corpora is met, then the player could join.

I would like to see more CQC experience gaining options:
  • Play as a Federation/Empire CQC vessel surrounding a capital ship, either defending an area, suppressing an uprising, or thwarting an attack.
  • Play as a CQC vessel orbiting a station or outpost and scanning incoming ships, etc.
  • Play as a CQC vessel as a ride a long for policing vessels
 
+1 ideas

- as you approach 'out of bounds' fence pattern visual illuminates to show perimeter (hexagon, grid etc)

implemented in a way that best keeps that and makes it impossible to grind rank via pve
yes and...likes to see

bot only spawn to obtain four players
CMDR 1 : NPC ABC
CMDR 2 : NPC AB
CMDR 3 : NPC A

- bot kills do not count for points/kills/assists
- bot is defensive only, guards/tethered to power-ups
- bot C, Professional (Expert : guards stealth)
- bot B, Hero (Dangerous : guards shield)
- bot A, Elite (guards weapon)
 
Yummy ideas, OP

1. Practice instances (with or without bots) that teams or solo Commanders can practice maneuvers and timing in. Since speed is of the essence, being able to maximize efficiency in a relaxed atmosphere would be peachy.
2. Bots are for practice only, never for ranking. Being able to fiddle with their abilities in a practice setting, i.e. make them more accurate/smart would be a great learning tool.
3. World of Warcraft allowed peeps to queue for dungeons in-game. When enough peeps were ripe, you would leave the main game and all pop into the instance. It would be spectacular if the same could happen in ED especially for TDM and CTF. Since the interest pool would be vastly smaller, optimal player matching could be nigh impossible. If practice matches or tutorials could be available with bots, that may help the disparity in experience. I have queued in CQC for TDM and CTF and have never succeeded in finding a match so if I could do some practice ones that would be awesome.
 
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In Mass Effect 2, the DLC Lair of the Shadow Broker, there was an awesome chase/flight scene you could play, through the multilevel city of Illium. I think Shepherd and Liara were chasing that rogue Asari spectre. There are incredible settlements in ED which are not too unlike Illium. Zooming around a gravity defying city or settlement with a lot of traffic, skimmers and pedestrians whilst avoiding System Security would be a hoot. Or likewise chasing Onionhead dealers. Need for Speed in Space or Grand Theft Sidewinder if you will.
 
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I like these ideas. Just to add mine;

A monthly ladder/championship with significant in-game credits prizes (greater than 100 MCr but to include mechanisms to temporarily move winners into a winner circle, where they can't win again until they increase an in-game elite ranking for example) and generated Galnet articles on these emerging 'sports stars'.
 
Maybe powerups should be gotten rid of completely at the higher levels? Or would stalemates be too frequent? In that case maybe timers could be extended? Then it would be a very lovely battle of mental endurance/equilibrium.

The "purity" or non gimmickiness of CQC is what I find so attractive about it.
 
Maybe powerups should be gotten rid of completely at the higher levels? Or would stalemates be too frequent? In that case maybe timers could be extended? Then it would be a very lovely battle of mental endurance/equilibrium.

The "purity" or non gimmickiness of CQC is what I find so attractive about it.

Powerups are something I fully expected to hate when CQC launched, but I came to appreciate how they added a tactical layer to the game, especially at higher levels of play.

Where they cause trouble is when you have one or two vets who know how to use them completely obliterating pilots who don't. That's why I think lobby voting is the best way to decide how to handle powerups.

I think a mode with randomized powerups would be less "competitive" since you've introduced random elements, but in some circumstances better for more silly fun. (Again, a good reason to make it votable).
 
added a tactical layer
agree

lobby voting is the best way to decide how to handle powerups.
possibly, though It's another ave to annoy some users & causes an etiquette 'clique'


if the system wasn't in the users control then they can't get annoyed at other players ;p i.e. could dampen power-up on curve : the better you are doing in a game the more their bonus is decreased (?)
 
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