Nobody is going to volunteer to get their unit capped so PGI just has to do it.
500 is bigger than the active players in at least half the factions.


Russ Bullock: The Confusion And Frustration Were Real
Started by Felbombling, Oct 28 2015 11:13 AM
122 replies to this topic
#121
Posted 30 October 2015 - 10:44 PM
#122
Posted 08 January 2016 - 12:36 PM
Well there's a few options that would actually work and let people keep large units.
1. Russ/PGI simply decides where units of a size greater than (x) and not a loyalist is contracted to for a set amount of time.
Simple, takes someone at PGI a couple hours once a month or two to shuffle merc contracts around. Most importantly this is something PGI can handle, and would be effective at spreading out the population.
2. Make 12v12/unit v unit battle a more enticing mode to play than farming pugs. Both through rewards and an expanded game mode that delivered more content and replay value than simply being another skirmish mode.
This would take some effort, but the entire game would benefit for it. Pugs/small groups would have a better CW, large groups would have a better CW. CW would actually have replay value.
3. R&R - most importantly upkeep/maintenance.
4. Goes back to #2 - DO NOT MAKE 4v4 something that players outside of a competitive match have an affect on players playing competitive matches. 4v4 is a good idea, but it is something that should be played by the teams competing in base assaults/defenses before their final showdown.
Because it is f'n important - DO NOT MAKE 4v4 MATCHES AFFECT 12v12 MATCHES THAT ARE NOT PART OF BOTH DROPS!
1. Russ/PGI simply decides where units of a size greater than (x) and not a loyalist is contracted to for a set amount of time.
Simple, takes someone at PGI a couple hours once a month or two to shuffle merc contracts around. Most importantly this is something PGI can handle, and would be effective at spreading out the population.
2. Make 12v12/unit v unit battle a more enticing mode to play than farming pugs. Both through rewards and an expanded game mode that delivered more content and replay value than simply being another skirmish mode.
This would take some effort, but the entire game would benefit for it. Pugs/small groups would have a better CW, large groups would have a better CW. CW would actually have replay value.
3. R&R - most importantly upkeep/maintenance.
4. Goes back to #2 - DO NOT MAKE 4v4 something that players outside of a competitive match have an affect on players playing competitive matches. 4v4 is a good idea, but it is something that should be played by the teams competing in base assaults/defenses before their final showdown.
Because it is f'n important - DO NOT MAKE 4v4 MATCHES AFFECT 12v12 MATCHES THAT ARE NOT PART OF BOTH DROPS!
#123
Posted 08 January 2016 - 12:40 PM
Quote
3. R&R - most importantly upkeep/maintenance.
Aahhhhh... something I've wanted to see the instant they put units into the game as actual assets: the need to pay for their rides to the battlefield, repair equipment, bases, support staff... the incidentals required to operate a unit and something that can be used to control and balance units in the game and also allow for even better profits (or worse losses) based on their success.
Probably a Phase 5 thing.
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