I was in a big unit for a long time and enjoyed it. For various personal reasons you don't care about, I really can't manage to be in a unit these days. So joining a unit isn't an option.
The solo queue (really the non-unit queue) was the only way I was likely to play CW. I've been spawn-camped and otherwise smashed flat trying to PUG in CW during Phase 1 & 2 events, and had enough - I haven't played CW for months before Phase 3 - and never would again without the queue split.
The split was the only thing that got me trying CW again. If you pull it, I don't see that I have any choice but to abandon CW again. Getting stomped as a PUG 12 man isn't fun for anybody.
Maybe - just maybe - the Scout queue would remain play-able with joined queues. I'd be willing to test that for a week as well, if PGI would let us try it (as a test). But if the Scout queue is also PUG stomping, then no dice.
Rewards need to be raised. An event needs to be held to draw interest. Solo Mercenaries need to be a thing (eliminate 'freelancers' entirely). CW needs to be made FUN, because so far, it never has been.
See, the result of rejoining the queues won't necessarily force people to join units and play CW the way the big unit advocates desire. Most players will just quit CW again, because the wait times are long, the rewards are low, and the games aren't fun.
There are people who play the game differently than you. Instead of telling them that they are having fun wrong, why not try to expand the game to accommodate as many players as possible? If they are 'ruining' your map, then why not restrict them only to a Scouting or Skirmish mode, and weight the Invasion games more heavily? There are many potential solutions that include the maximum number of players. We should work towards those, not push people out.
Edited by Malleus011, 26 April 2016 - 11:25 AM.