TLBFestus, on 08 July 2016 - 01:40 PM, said:
Faction Play Forum....
also known as "Swept Under the Rug never to be seen again".
Only because people don't go over there, read, and post. It is a mentality of "that place isn't active so I shouldn't post there" thus making the place less active, so on and so forth. Still, nice contribution to the topic of Long Toms need to be addressed soon, this event should give them hard data, again, on how it breaks game flow too much as well as the inherent issues currently going on in the scout mode.
Because right now scout mode rewards treating scouting as another just another deathmatch for both sides instead of having asymmetrical objectives. I would prefer that the side gathering intelligence gets waypoints to run to that are randomly generated. The team guarding the area can not see the waypoints at all so their entire goal is to hunt down and kill the enemy team while the scout team are there just for the intel. This would also make it more viable to run around and avoid fighting then extract with intel, but that requires a change in how pay and match score are calculated for the mode to put massive bonuses for gathering intel (team bonus not player, player gets bit extra GXP, Cbills, and LP for capping intel) while the kill team gets much improved payout for any and all kills as well as pay for any waypoints the enemy didn't get to.
These changes would increase the desire for players to play scout mode as it would actually pay out on par or better than a quick play match, and it really should, and hopefully correspond to an increase in pay with invasion game play that gives bonuses to teams who complete their objectives effectively and thus allowing for other types of invasion matches than smash the gens and gun or smash the other team. This would go a long ways to making Faction Play more enticing of an option, possibly throw in an 8v8 game mode as well as part of the invasion queue so pugs and small groups are more often dropped in that while the bigger groups (have the match maker have a bias for putting people with the same unit tag and faction together) would go to the current 12v12 set up. This will mean less waiting time due to you don't need 24 players but instead 8, 16, and 24 for what type of drop goes on, 8 being scouting (which you can opt into separately). This doesn't make more buckets, it makes it so the bucket we have we can have set to be filled a different levels thus easing the difficulty for getting a match. So what would the point of 8v8 be? I would make it so 12v12 takes two tiles while 8v8 takes 1 tile and double the current tiles on each planet. This, to me, would do two things, on slow days you still can have some faction play going on because you just need 16 people on a planet, and that is far easier to round up. Bias the MM for CW (there is sort of one) to split groups into groups of 8 until you have 36 players on each side then start making 12v12 invasion matches. IDK how possible this last bit is, but, I feel having variation of how many people are needed for a match would help ease the low population issue.
Another thing is that making quickplay have the same 8v8 or 12v12 option would help as well for the lower population tiers, so instead of waiting three minutes to get a 12v12 match while in Tier 1 you instead only wait for the MM to get 16 T1 players, after a minute it dips down to grab a few T2's to fill out the match, if it still needs more it dips down to T3, this reduces the wait time for matches and 8v8 are something MWO needs more of floating around. Hell you could even make it dip down to 4v4 and just tonnage match if it has issues finding players after releasing the valve for finding T2 players to round off a T1 match.
But these are all just silly ideas I have for trying to balance out waiting times and what not.