The problem with that thinking is that population problems are a symptom of what is wrong with Faction Play and forcing the entire population into two factions is only going to aggravate that problem.
With phase 3 the attack lanes were greatly reduced and did that suddenly make things better? Nope it did not. It's just getting worse and worse. In fact we are already playing IS vs Clan on the Steiner/FRR vs Jade Falcon front. Absolutely nothing serious is going on anywhere else. Even the formerly lively Capellan vs Federated Suns front is dead. If that isn't fun for you now forcing everyone into two factions will not help. The faction population imbalance will become even more problematic and we will pretty much be fighting a seesaw battle at best or one faction will dominate all the time. Not to mention it won't be Battletech and believe it or not a lot of us are playing because we want Battletech and not Red vs Blue.
The mode is the problem. Scouting was a nice addition but tac nuke Long Toms empty the que. At best they should be slightly heavier arty strikes. That would still be worth while but not game breaking. "Invasion mode" can be fun but I think it should be used either for more important planets or as final battles fought for individual regions on planets. It should be called siege mode because that is what it really is. Most of our battles could be fought 12 vs 12 on regular maps. People don't always want to que up for larger battles that funnel mechs into the same kill zones. If we had another drop deck for 12 vs 12 that required us to have one of each mech class then matchmaker could choose a good balance and assign each pilots a mech for that battle. It would encourage cross training as well. Raids that would have an affect on faction economy would be nice. Perhaps a faction could vote for one faction to be at war with and two others to raid each phase.
Factions need dynamic content with flavor that fits the faction and mercs could have something that reflects their MRBC ratings. Instead of shorter contracts we should be able to take even longer contracts to promote faction stability. Faction incentives should reflect not only the population of the faction but also the success of the faction.
If this mode had true end game content then population would not be an issue. It wasn't in the past but since we were promised a dynamic end game with Faction Warfare and got nothing but empty promises and tweaks of Beta content even the diehards are burning out. You can tell the entire game took a population hit after the disappointment of phase 3. Dumping us into two factions will not save this mode or this game and neither will E-Sports.
Edited by Iron Buccaneer, 29 June 2016 - 12:33 PM.