AEgg, on 09 January 2016 - 02:46 PM, said:
You don't really provide any reason we can't split the queues here.
Just because someone isn't in a group doesn't mean they are a smaller part of the faction. What it does mean is that they are at an inherent disadvantage to anyone in a group.
The way it currently works, it's entirely possible for a matchup that should be a total landslide to work out to a draw, because despite one side having vastly better group AND solo players, all the groups got matched up against solos so the results didn't really depend on player skill at all. It's much like bringing a knife to a gunfight, except we have two guns and two knives. Instead of knives against guns in one match and guns against knives in another, have each group fight within itself, it makes it much more interesting for everyone.
Having a group and a solo queue, still with no matchmaking in either, is all positive, the only exception being that we probably don't have a big enough population for it. I guess the key here is to remember that you're fighting for a faction, not for your clan (well, your unit I suppose since we can't really call clans clans in MWO without confusing them with the clan factions).
Okay, so Davion wants to take a world from Kurita.
Kurita has, in this example, 228, MS and NS all in their lineup.
However Davion takes the world because with split queues and matchmaking we get lucky in pug queues. We have more total pugs than Kurita though Kurita has a huge number of drastically better teams.
The reality is that in that situation it's not really representing a faction warfare. It's not 'the best and worst of us against the best and worst of you'. Even without a PSR consideration what you're doing is letting people avoid fighting the best of the enemy by pugging.
Make sense? If you split the queues in any way it's not 'Faction A defends its world from Faction B'. It's 'Pug queue/group queue, take a tally of the score, best score wins'. It makes even the pretext of it being a war between factions pointless as the factions are not really fighting directly, you're just setting up some exhibition matches between pugs and units, trying to make sure everyone has a fun, fair time.
We already have that. Turning CW into that is pointless.
I'm going to put it this way -
If you want to win, you have to beat the enemy. Flat out. You don't get to say 'well, I only want to fight enemies who are about my own skill' or 'I don't want to fight enemies who are better organized than me'.
If you want to win, you go out and you get good enough, coordinate good enough, build strategies and tactics and apply them to win. No hand-holding. If you want a curated game where you only fight people in your own skill range and level of organization we already have that. It's the casual matches in pug/group queue.
The whole point of CW as a separate thing is that it is NOT just new maps and modes - it's a simulation, in a game, of a war between factions. When you eliminate that aspect of it then you eliminate the point of it.