From what I understand, the concern about the size of Merc units stems from the movement of resources in FW primarily.
Instead of penalizing a Unit for having too many players (some may be inactive for valid reasons for an extended period of time) or trying to enforce some kind of arbitrary cap, could we have simply a max # of players with a given unit tag dropping in FW modes?
So we know MS has like 500+ members. Instead of penalizing their recruitment because they are so big, lets just say no MERC unit can drop more than 36 players in FW at a time (36 is an example)
This way a Merc unit can be as large as it wants but can't singlehandedly overrun an attack phase (but it could mount 3 continuous 12 mans 24/7 or 2x12 man and 3 scouting 4 mans, etc.)
So a big Merc company can still have some benefits, but if all the players want to play CW, they would either have to wait their turn or join a different unit.
Another part of this idea would be:
rollback unit invite costs or make them a flat rate
Loyalist units have NO negative impact to dropping en masse.
1
Different Approach To Merc Unit Limits
Started by MovinTarget, May 01 2016 02:42 PM
4 replies to this topic
#1
Posted 01 May 2016 - 02:42 PM
#2
Posted 01 May 2016 - 07:52 PM
That would be a quick way to see CW numbers nose dive......
#3
Posted 02 May 2016 - 02:56 AM
How so? Because the biggest merc units would only be able to drop X number of pilots at a time?
I am not saying total per faction, just total per unit...
If you aren't getting enough drops in your merc unit you would be inclined to either go loyalist or to a smaller merc unit, thus it ensures some load balancing and keep any one merc unit from becoming a bigger influence than some entire loyalist populations.
It also helps normalize leaderboard stats a little bit, making sheer numbers less impactful on the merc side...
I am not saying total per faction, just total per unit...
If you aren't getting enough drops in your merc unit you would be inclined to either go loyalist or to a smaller merc unit, thus it ensures some load balancing and keep any one merc unit from becoming a bigger influence than some entire loyalist populations.
It also helps normalize leaderboard stats a little bit, making sheer numbers less impactful on the merc side...
#4
Posted 02 May 2016 - 04:22 AM
Wont do a thing at all.
The large units are already split into sub units due to already existing (hard coded?) member caps. That means if they are already in 2 sub units they can carry on flooding a planet. Being split into even more sub units would just increase the number of players capable for dropping. In the end your suggestion would just run back to square 1 without changing anything it was intended to do while basically only increasing the logistical headaches.
The large units are already split into sub units due to already existing (hard coded?) member caps. That means if they are already in 2 sub units they can carry on flooding a planet. Being split into even more sub units would just increase the number of players capable for dropping. In the end your suggestion would just run back to square 1 without changing anything it was intended to do while basically only increasing the logistical headaches.
#5
Posted 02 May 2016 - 11:38 AM
Yes but they big units doing this would then be fighting amongst themselves for rankings and planet swag... so at that point they no longer gain any advantage of being considered a "meta unit" some groups would get sick of never getting recognition and strike out on their own.
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