- Too complicated for the average user; does the average user even understand how it works?
- Separate queues leads to queuing inefficiencies
- Leads to longer wait times
- Leads to reduced participation
- Leads to being forcing to mix PUGs with Units, b/c of reduced participation
- Leads to frustration
- Problems become a self feeding loop
I understand the whole point of CW was to immerse players in the warfare, story-line, rewards, and planet occupation aspect and that's why the current queuing system is in place. It's a great, splendid idea, and too much has been invested in it to drop it altogether. The current CW population (10%) probably prefer that it stays too. That's fine and totally understandable, don't touch it. But if CW is to ever become the fun "main stream" mode that it could be, it seems the queuing problem has to be fixed to solve numbers 1-7.
So here's a daydream, lets call it a possible idea. What would happen if CW was incorporated into quick play altogether? Make it a vote-able option: Assault, Skirmish, Conquest, CW. Matches would be found just as quickly as any other game mode, it reuses the existing queuing system (with all of the matchmaking parameters, PSR, groups, etc), you get to see how much people actually enjoy the game mode (but avoid the current CW setup). No picking planets, no awkward queuing system, no loyalty points, no calls to action, no planet ownership, just a stripped down CW fun-only with using the normal queue. Granted some added complexity here... since to make it work, you'd naturally have to pick the game mode first before being able to pick the map and you'd also have to worry about your drop deck somewhere in the middle of that.
Just an idea that I'm throwing out there!
