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Theory-Crafting Unit Size Limitations


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#21 CDLord HHGD

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Posted 07 December 2015 - 07:20 AM

At the risk of a lock, I'm resurrecting this thread because of the discussions I've seen on the forums today.

#22 Almond Brown

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Posted 07 December 2015 - 10:31 AM

View PostStaggerCheck, on 29 October 2015 - 07:03 AM, said:

While I can appreciate players wanting to be in a large unit, I fail to understand the lure of being MechWarrior #489 and basically anonymous to 450+ fellow members I may never interact with. Where is the incentive in that?


Given that at the most Basic level "every" Team size is max. 12. As with most games with Units, Command, Hierarchical structures, your "Unit/Team" is but a small part of the over-all that makes up the faction. Depending on structure, TZ's etc, a group of 12 can/will represent the "whole". There can be much FUN it that, even without having to have showering privileges with "everyone of those 489 bodies". :)

#23 CDLord HHGD

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Posted 03 February 2016 - 11:56 AM

Bump as this is relevant now with Russ' comments about big units.

#24 NextGame

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Posted 03 February 2016 - 12:06 PM

Rather than cap units, The solution is for pgi to manage factions better as well as look for ways to drive more players to play cw

#25 CDLord HHGD

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Posted 03 February 2016 - 12:34 PM

View PostNextGame, on 03 February 2016 - 12:06 PM, said:

Rather than cap units, The solution is for pgi to manage factions better as well as look for ways to drive more players to play cw

View Postcdlord, on 29 October 2015 - 05:44 AM, said:

Let me preface this by saying I neither support nor oppose the idea. I just plain don’t care. I assume it’s going to happen so I figured I’d give my lore friendly ideas on how it could be implemented.






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