Mawai, on 16 January 2014 - 08:01 PM, said:
MWO needs to support variable sized groups AND it needs to support the solo player experience. End of story. Losing players from either category in large numbers will hit the MWO revenues no matter which way you look at it.
Large group players have had the 12 man queue to play with. Small group players have had the 4-man group. The only groups affected are 5 to 11 players. Back in 8 v 8 ... it was obvious when you were wiped by an 8-man pre-made. It also wasn't much fun and the same arguments were exchanged on the forums.
The key in this case will be the matchmaker .. one can pray they get it right ... but if done properly then an N-man group should be opposed by a group with N+/-1.
However, tonnage limits may be be a problem when dealing with less than 12 man groups unless a tonnage limit is enforced on any size of team when it is formed. The alternatives would involve forcing folks to swap mechs after the team is formed but before the drop until their team is the correct weight but how they can force folks to change mechs I don't know.
Perhaps they will impose a tonnage limit for EVERY size of group formed ... N * 50 tons for example ... thus all 4 man groups would have a 200 ton limit ... 2 victors with 2 locusts!
It will be interesting to see what PGI does ... but whatever it is I hope that it does not further alienate the remaining MWO players on either side of this discussion.
This is where people are misguided, by supporting variable sized groups (all under the tonnage limits) you will increase the single player experience by having cohesive groups on both teams.
It won't play any different then the current 4 man drops apart from the groups possibly being bigger. Either way the group size will be matched closely, expect a 12 man to play vs an 11 man + 1.
The PUG stomping you are referring to was pre Elo day's, unless of course that does nothing.