Xavier, on 10 August 2015 - 09:31 AM, said:
MWO needs to do something to direct players to want to join units. Units should be the end state for players. A Natural player progression system would be something like.
PVE campaign that opens up solo queue
25 matches solo queue which opens up group queue
25 group queue matches which opens up unit application windows.
After joining a unit the CW faction tab becomes active.
This game does a very poor job of integrating and retaining new players. that is where units can help out. A Person is more likely to stick around if they are part of a unit and have that level of camaraderie. Units have the same vested interest that PGI does with a larger players base. It means more recruiting potential for players for units and more money for PGI.
so here it is PGI help units help you.........give people a reason to come and join units!
I don't know how else to put this but 'no'.
Joining a unit is 100% irrelevant to playing as a team. It's irrelevant to anything game performance behavior related. It is a completely perception-based social construct. If you have friends who are in a unit that's great. Being in a unit has no impact on anything but the tag next to your name. More to the compelled membership to name-only groups is a huge turn-off for a lot of people who recognize that it serves no purpose but flying gang colors.
Units are irrelevant to cw save in warm fuzzies for some people. If you eliminated all in game supported unit structure it would have 0 impact on the game, save for outraging the people who like the sense of community they get from having a 4-letter tag next to their name in common and a second friends list.
I'm in a unit. Awesome group of folks we have a lot of fun playing together. Having a tag in common has no material impact on anything though. Forcing membership is a bad idea.