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Why I Like The Idea Of Strong Longtoms


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#21 Kin3ticX

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Posted 21 April 2016 - 10:53 AM

View PostChemistrius, on 21 April 2016 - 10:37 AM, said:

Having two separate and untouchable groups of people affecting the missions on the same resource (planet/intel) is bad design.

This is similar, in a way, to the steam launch when there were so many people losing so quickly, that it didn't matter how many wins you posted up quickly, it wasn't enough to help. We've just exasperated that problem by creating a queue whereby even if players lined up for miles to take on missions, if the opposing team is in the other queue, too bad so sad, ghost drops for everyone.

If you're going to maintain split queues, perhaps they should have separate resources they are fighting over just so you don't have a group of people losing the planet out from underneath the other group.


well whats the only solution to that besides having two faction maps?

making non-unit queue missions less valuable?

75% gathered intel for scouting?

non-unit queue can only fight over the first 6 chits?

#22 Chemistrius

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Posted 21 April 2016 - 10:57 AM

Why not have 2 planets up for grabs? That way each queue is able to sink or swim without directly harming the other. Granted this solution runs into problems down the road, but given that only (at best) 1 planet per window is trading hands it certainly buys time for a more elegant solution.





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