I believe this can be achieved through two stages:
1) Make it easier for players to join units and build communities.
2) Make some kind of matchmaker for CW, which will try, if possible, keep groups play vs groups.
It is far from perfect, sure. But is it better than what we have now, or what we'll get with split CW? Possibly.
Part 1 - Missing link.
If solo players don't go to units, units must go to them.
Lets remember earliest CW concepts. There was loyalist units - premade unit shells, managed by NPCs or devs, with permanent loyalty to faction.
I believe CW needs this premade unit shells with restrictions, in form of lore units.
How this "shells" differ from custom units, to attract solo player? Easier to choose and faster to join. Less responsibilities, and less dependence. At least.
Solo players will gravitate to this semi-units, making first step to build a team. Some will remain lone wolves, some will move on in search of another team, and some will stay.
Would be interesting, if available "shell" units would depend on your faction rank. For example, Steiner rookie can join only regional militia units. As his faction rank grows, player opens new possibilities - join more prestigious units in search for more experienced team, such as Lyran Regulars or something, or stay in militia in higher rank, to help rookies. And so on, till most prestige units, like Royal Guards and others..(You can find faction units in Field Manuals, with story and descriptions).
For some players this will not matter, they will continue to play solo, ot play in custom units. But for some this can be "golden middle".
Part 2 - Matchmaker priorities.
Just before you say this will make waiting times longer - yes, probably, at least in beginning - but dead CW will make waiting times even worse.
As for now matches form - first group in attack queue fight vs first group vs defender queue.
Lets say Attack queue -1) trained unit 2) pug
And Defend queue is - 1) pug 2) trained unit.
It will be A1 vs D1 and A2 vs D2, and two bad games. Obviously it would be better if matchmaker could recognise situation, and put A1 vs D2 and A2 vs D1.
But what variables matchmaker should operate? Please, make your suggestions.
Probably some kind of group rating, based on each player's personal CW(or CW + group public matches) rating. To make proof from some exploits, let it count only victories, and not decrease with defeats.
So, if player wins in CW (or better CW + group queue) he increases his rating.
Group rating = sum ratings of all players in group. Matchmaker will try to match groups with similar rating, or closest fit.
Well, same as we have in public queue, but without weight matching - should be easier. And this rating shouldn't drop with defeats - just for exploit-proof.
At least this matchmaker will ensure that strongest attacker will play against strongest defender. And waiting times can be tweaked by amount of time given to matchmaker to form and match groups in queue. I'm sure it is better to wait few minutes longer, but get better game quality. And if better games attract more players in CW - waiting times could be even shorter.
Please, discuss and suggest.
Edited by Sigmar Sich, 22 January 2016 - 06:04 AM.