Jables McBarty, on 30 June 2016 - 07:06 AM, said:
A1. Stale gameplay. Invasion Mode is incredibly rigid, all maps are essentially identical. It's been said before--choke-point brawls, occasional light rush, not much more. It's just not that interesting to me. In QP you can get some really interesting matches that range all over the map. Not so much in FP. Scouting helped with this--I initially really enjoyed running my Pirate's Bane to cap points and escape--but eventually was drawn back to QP.
B1. Rewards. I don't give a flying f**k about the rewards for playing as Merc/Loyalist. To me, rewards are a nice extra, but by no means an incentive. I may represent a tiny minority of potential FPers, but I consistently see rewards touted as the downfall or solution to low FP numbers. Believe me, the only thing that will get me into FP is a solution to Problem #A1. Honestly, the fact that there was such consistent outcry among loyalists post-Phase 3 really alienated me and I'm guessing others like me. It gave the impression--however accurate or not--that the bulk of the FP crowd is an insular group that feels a sense of entitlement for playing the least-popular game mode.
B2. Planet Flipping. I'm not really concerned with how often planets flip--I DON'T EVEN FULLY UNDERSTAND HOW THIS WORKS. I've watched Kanajashi's videos and read the Google Docs guide and it's so convoluted that I refuse to waste the time to learn. All I know is that about half the time that I want to play FP, the map is dead due to a CeaseFire. So I go back to QP and forget about FP for another month.
TL;DR: The main thing that keeps people like me away is stale gameplay. Stale gameplay leads to low populations, making it harder to find matches and therefore harder to earn the experience necessary to really master the nuances of Invasion.
Proposals that focus on anything beyond the fundamental game play (e.g., choice of allies, personal or planetary rewards, game economy, attack lanes) are red herrings as far as I am concerned.
Jack Booted Thug, on 30 June 2016 - 11:22 PM, said:
How does that help the stale repetitive nature of the mode, the limited choke point maps that force the same fight, same set ups, same fire lines, over and over and over? Same boring omega, just sitting there
^ these 100%. QP has a dozen maps with a hundred different ways to win the game depending on what you are dropping with and against. MRBC and MWOWC play with QP maps, QP objectives, and end in any number of ways based on the "personalities" of the teams. QP offers me a different game every time I queue for it.
FP on the other hand... rally up -> push down a trench -> engage in mid/close range brawl or sit and wait -> engage in a mid/close range brawl. In either case, 75% of your drops will likely be in duplicate build 'Mechs and you will be engaging largely identical builds as long as the match is still contested. All the maps are boring and play the same, but you also know the map so you can pick the mathematically optimal deck.
"the bulk of the FP crowd is an insular group that feels a sense of entitlement for playing the least-popular game mode" is probably the crux of the most recent decline in participation. Earlier FP seemed to be more oriented towards competitive play, and gave competitively inclined players an in-game outlet to establish themselves. This last overhaul, in attempting to make FP more casual friendly, ended up making FP more frustrating for competitive players, while offering casuals the same poor gameplay and utterly insignificant rewards. The result of that is where we are now, fewer competitive players are playing out of frustration while everyone else sticks with the mode that offers better games, QP.