I see a hybrid system being implemented:
- 1 to 6 man group
- 7 to 9 man group
- 10 to 12 man group
Since most players PUG in small groups or solo queue, the "1 to 6" option is most versatile. This lets any number of smaller teams get into queue. No restrictions are placed.
Once a group his 7 to 9 players it will only be matched in queue with other teams of 7-9 man groups. The same happens for 10-12 man groups. This way only teams play other teams.
The MM system would prioritize tier levels of the group players against each other. After 2 minutes of search, the tier matchmaking opens up to other groups. After 4 minutes any available teams will be matched first come first serve.
What this system does is loosen the hard lines of having exactly a certain man limit like 4 or 12. Any team of any size can be created, however... those groups over 6 people know they will end up playing other organized teams of about the same size. They also know that wait times will be affected.
Groups are still held to weight limits as current or similar to help those dropping solo or in smaller teams.
Wait times or total types of groups could be displayed in a dialog to show people approx wait times.
Yes in open queue full 12 man groups are rare, but groups of 6 to 8 are pretty common and can have a large impact on the game. Once 6 mechs start rolling the disparate PUGS tend to fall inline more often. It's much harder for a team of 2-3 to start rolling in.
Overall I see this being less restrictive and having less flaws than some of the other suggestions being offered. It seems like, for a small wait exchange, the deathball rolling or coordinated nipping would be greatly reduced. No group size is marginalized meaning that the 5th player or a group of 11 can still roll.
Edited by Locke2, 24 March 2016 - 10:30 AM.