Darwins Dog, on 16 January 2016 - 10:47 PM, said:
That sounds terrible. I have to have an alt account so that I can defend a planet that my unit fought to control? No thank you. If they want to take my planet, then they should have to fight the account that took it.
It hurts units in 2 ways that I can forsee.
1) It makes matches take longer to find. The solo players are often necessary for filling in gaps when you don't have 12 people on.
There still are solo players in the unit queue. It's not solo vs. group, it's untagged vs. unit tagged.
Quote
2) It makes recruiting harder. One of the best ways to get new recruits is to meet them in game, have fun, impress them with the power of organization, and ask if they would like to join. It helps the unit, and the recruited player. Separating them hurts both parties.
As sandpit has so clearly said, yeah - but the solution here is that we
absolutely desperately need better social tools.
Quote
The other thing is that it also doesn't prevent stomps at the hands of groups. It will just be groups with no unit tags. It's really east to disband a unit in-game (they'll still have TS, and exist outside of the game), all attack/defend the same planet, and roll over their opponents. PGI will have to randomly assign attackers and defenders to random planets (or no planet at all) if they want to prevent groups from farming pug players.
Well, this is a mixed bag, and why there's the scaling fee on rejoining a unit. It costs you money to join; how much being based on the size of the unit. Specifically to stop people from hopping in and out of units.
And you want to be in a unit, to gain from the added rewards.
Of course all this depends on:
Unit rewards being better organized than they are now, or you'll have a comp unit per faction simply sucking up all the planet tags and reaping all the rewards, while small units get nothing (and thus have no reason to continue in the Unit queue). This is about the biggest potential failing so far IMHO.
The price to join a unit being very low for a small unit, or else you cripple them unnecessarily.
Untagged forces cannot simply take tagged worlds, as the controller of the tagged world cannot defend against them. This MUST be addressed.
What's critical is that it's more profitable to be in a unit, even if you're not a completely successful one. It must be more profitable than playing un-tagged.
Keep in mind, all we know so far is from a couple tweets. We don't have all the details.
So, don't get too worked up, but I'd recommend thinking of a couple good, concise questions to ask in the Town Hall where this will be discussed.