I suggested something similar to this about two years ago, along with a reward system and xp "tree" for the various player types not disimilar to what we now have (I suggested a faction planetary CBill "pot" instead of MC, with greater rewards for more important planets).
However I think we have pretty much got what we are going to get. The most I forsee the queue system changing is the removal of the freelancer queue and it going back to solo's having to choose a faction to play in the mode.
**edit** Here's a watered down version of one of the posts from a year ago. It's still a wall of text and I think a chunk of it is actually pretty close to what we have now.**
Each game mode and map has the potential to be used for niches in the CW experience; for example the Conquest mechanic has many possible applications, while the full game mode could easily be “tweaked” to accommodate a scouting role on the Community Warfare. To expand further on this it could be possible to allocate certain team size caps to certain mission types, giving solo players (and new players) somewhere to get their feet wet and learn the ropes.
Contracts (game modes) available to Solo players- Solo only - 4 ‘Mech small scale combat and scouting missions, Skirmish and Conquest on the smaller maps such as River City, Forest Colony and Canyon Network.
Lower flat rates for LP and CBill payments, with higher modifiers for team based in-game actions to emphasis the lower risk involved but encourage engagement and teamwork.
- Small group and Solo – same as above but with slightly better rewards, encourages Lance sized groups to play and co-ordinate. Possibly with the DropShip reinforcements added and min/max tonnage limit.
Use current rates for LP and CBill payments for game win/loss and in-game actions, this is the introduction to the “Big Leagues”; overall the payments should be slightly higher [5%] than the solo only queue.
- Up to Demi-Company sized groups (max group size 8) in Company (12 ‘Mechs) combat operations – Assault, Skirmish, Counter Attack/Defend and Attack (current CW modes).
LP/CBill payments set higher again [5%] with high modifiers for combat based in-game actions to reward combat and co-ordinated gameplay.
Contracts (game modes) available to groups
2 - 4 players- Skirmish and Conquest in the Small Group/Solo queue
LP/CBill rewards for completion of the contract should be [5-10%] higher than the Solo player rewards, reflecting the higher risk/reward factor for Groups entering into battle with an unknown players alongside them. Modifiers for in-game actions set at current levels.
2-12 players (inclusive of group sizes 2 – 4)- Assault, Skirmish, Counter Attack/Defend and Attack (current CW modes)
LP/CBill rewards [10-15%] for completion of contract/mission higher than Solo player, modifiers for in-game actions set at current levels.
I am unsure how this would affect wait times but I assume it would actually help, since every player in the game is now in Community Warfare; albeit in various different aspects of it.
Now every player is included in the Community Warfare experience and has the choice of what level they wish to play at;
- The soloist can stick to the smaller scale engagements but still feel as though they are contributing and will likely be earning slightly more CBills than they presently do in the Solo queues, while earning LP to go toward the Faction based rewards.
- The smaller Units have the choice of where and how they commit their time and energy; while either giving themselves an opportunity of fighting on equal terms with an opponent or taking the chance of going into a Company drop against a larger grouped enemy team. CBill and LP earnings will be on par with current levels, perhaps slightly higher.
- Likewise the larger Units can choose how to use their forces, engage in the smaller scale fights and perhaps help to tip the balance on the planet or fully commit to Company sized engagements in the hope of overwhelming their opponents attack/defence.
I’m sure I have overlooked something but this is as far as I have gotten while putting my thoughts down. The next step would be diversifying on how the choice of Faction type (Loyalist/Merc/Lone Wolf) would affect how the planets become available to fight over or what types of rewards they offer. I haven’t gotten that far but again there are some really good and well thought out ideas out there already.
Edited by xX PUG Xx, 21 April 2016 - 10:56 PM.