Khobai, on 04 September 2015 - 03:13 PM, said:
thered be a max of one group of upto four players per team. sync dropping multiple groups in the same game would be impossible. And by combining all the queues into CW there would presumably be enough players that it would be very difficult to drop a group of four and a bunch of solo players at the same time and have them end up in the same game.
No it would reduce the total number of queues. Youd be removing the following 6 queues: solo assault, solo conquest, solo skirmish and group assault, group conquest, and group skirmish. The only queues youd have left would be CW queues.
The benefit of making the max group size 4 with a max of one group per game is that you dont have to have seperate queues for groups anymore. CW drops would just consist of primarily solo players with a max of one group of upto 4 players per team.
Yeah.... No. We went up in arms trying to remove the ridiculous 4 players max size restriction, because it was silly, and penalized people. Have you never played with a group, and had a fifth guy come online to play with you, only to have to tell him that there is no room? No. Plus, it's a mode geared towards units, and groups. I see literally no reason why group size should be restricted to 4.
Especially since the massive majority of groups in CW are 4-6 mans, and 12 mans are less than 1% of the CW matches.
Removing the public queue is an idea that I've contemplated myself, and seen it mentioned before. I think it would have the negative impact of worsening the new player experience, and actually causing many people to leave the game, because the public queue is where most casual players go. Ideally, the game should have both the public queues, and CW, not one or the other.
Not to mention that you will have to allow synch drops, because there will be times when the only people queued up on a planet are unit players. By the way. This still doesn't stop 12 solo players synch dropping on a planet.
Khobai, on 04 September 2015 - 03:13 PM, said:
I think you misunderstood what I meant by unlocking planets. Basically the way it works now when you capture planet A you can then capture any planets that planet A is linked to. With my idea, it would work the same exact way, except before you can attack any of the planets that planet A is linked to, youd first have to engage in a serious of "recon" missions to unlock the link. The recon missions would be standard assault, conquest, skirmish gamemodes.
So when you capture planet A, and planet A is linked to planets B and C, instead of automatically being linked to those planets, you'd first have to engage in recon missions on either planet B or C to establish a link to planet A before you can start the process capture them.
This would limit attack routes more and force factions to plan out their attack routes better.
I'm pretty sure the way it works right now is that you have a window of a few hours to capture one planet from faction A, when that window is done, and you own more than half of it, it flips to your side, and with the start of the next window, you can capture ONE adjacent planet. So over the course of a day, you get a max of 3 planets or so from a faction.
Your suggestion basically adds more matches before we get to attacking a planet. However, it doesn't address what I brought up earlier. What are you going to do when my unit decides to drop all it's weight on those recon missions, and unlock all 3 planets adjacent to planet A, and then cap them? We'd be capturing planets at a faster rate.
Unless all your suggestion is about just adding a few matches before we can attack the next planet. Because the way it's phrased right now, it sounds like I can unlock all planets adjacent to the one I just captured, and take them all in one fell swoop, if I have the manpower. Instead of 1 planet per cycle.
Khobai, on 04 September 2015 - 03:13 PM, said:
A lot of those problems are due to a lack of proper command tools. PGI mentioned in the past the idea of having a command wheel which would allow a commander to quickly issue orders to friendly mechs on their teams. But also they mentioned adding hotkey macros to the game so you could quickly communicate vital information to your teammates and have it automatically input variables like your target or your current grid location.
Plus one of the aforementioned pilot skill trees would be a command skill tree whos entire role would be to help coordinate your team with special command equipment and modules.
Except the hotkey macros, and the command wheel, are both practically unnecessary, when we have voice comms, and are communicating at the speed of sound. Which is faster than me typing a message, or macroing one, and relying on the off chance that my teammates actually see the text pop up on their screen, and read it.
The command wheel would have been awesome, before we got VoIP. Now, it's gonna be practically redundant.
I still like the idea of these skill trees buffing your mech's role, and I think that idea needs to get fleshed out.
However, I will say that you are mistaken in saying the only role is damage. Scouting is still very much a role that we have in CW.
Edited by IraqiWalker, 05 September 2015 - 09:53 AM.