Judging by the Ghost Targeting thing from last fall and the minimap changes from this week, it seems to me that PGI is trying to implement information warfare. Below I've offered several examples of how most of the IW concepts have failed to meet the three conditions. In the hopes of not scaring people off with an essay, I've put them behind spoiler tags.
1) Scouting
2) Mech direction
3) Ghost targeting
4) Targeting information
It's noteworthy that most of these examples had one culprit in common: the nature of the maps and gamemodes. When there's very little space on a map for players to use, and when there's only one objective everyone rushes towards en masse, the questions of "Where is the enemy?" and "Where are they going?" are basically already answered for the player with a pretty high degree of certainty. Knowing the enemy's location, movement, status, or loadout has yet to really make a consistent difference in how pilots think and act, because small maps and single-objective gamemodes lead to deathballing that render that information either irrelevant or already known. It's really this map-mode combination that removes depth and makes the game feel...well, FPS-y.
So, based on the way small maps make information both irrelevant and obtainable elsewhere, it's my assertion that you cannot have both small, quick-action maps and deep, four-pillar-based warfare at the same time. You can have one or the other.
And that's where we run into a problem: a lot of players don't WANT large maps. They want small maps that get them to the action quickly.
Now, I honestly don't fault PGI for starting with small maps for this very reason. Quick action was a design fundamental from the start, though they may not have recognized how it interferes with the four pillars. And I don't think PGI should make every Quick Play map larger. QP is now a nice blend of small, fast furballs (Collective, Bog, HPG Crimson) and larger, more drawn-out battles (Tourmaline, Highlands, the new Frozen City) that actually give assault mechs a drawback (their speed). Keep it that way. Keep the assortment. Making new players walk five minutes to the battle is probably not a good idea.
If you're a hardcore who still wants the four pillars, it needs to be in Faction Warfare. That's where the future of the four pillars should be. Since FW is theoretically the place for players who favor depth and tactics, it makes sense that there's more room there for the larger maps, more open-ended gamemodes, and the resulting smaller engagements that might make information matter again. (see my sig for a proposed mode that would do this.)
Where I'd like to get feedback from the rest of you is this:
1) What information COULD we cram into Quick Play that would actually matter? That would actually make a difference in how pilots think and act on the battlefield?
2) What information would you like to see in Faction Warfare that would actually matter?
Edited by Rebas Kradd, 22 June 2016 - 01:05 PM.