Dago Red, on 27 July 2016 - 02:31 PM, said:
I'm saying this as a person in a unit so bias I know but how would you submit that they find leading voices among a group of the population that by it's very nature has none? Short of just grabbing people at random and hoping they're not raving madmen I'm not sure what method one would even use.
You make a good point--that the roundtable format is inherently biased towards units because they have clear leadership and can select representatives to speak for them.
If you want solo/pug voices, start with a forum discussion that PGI can guarantee will be read and interacted with. Bombadil is doing a good job of reading and interacting on the main page, but the premise wasn't to "get the pulse of the solos" but to "ramp up for the roundtable."
With a mix of discussion and polls they could get a good idea of what solos want. They could run a quick Excel macro to just filter out anybody who is part of a large unit from dominating the discussion--though I don't even think that's necessary. Make it clear that PGI will listen and engage, and enough solos/pugs will show up to counterbalance the big units.
Deathlike, on 27 July 2016 - 08:14 PM, said:
The only idea I could come up with is trying to add a button to insert into faction chat for those needing to quickly connect to TS through the built-in TS interface in the MWO client - if just to hear drop calls and stuff. That would be a massive improvement over that 1 minute rush-to-adjust the dropdecks sequence.
Wait, what, there's a TS interface in MWO? You aren't talking about MWO's VOIP, right?
MischiefSC, on 27 July 2016 - 08:52 PM, said:
They would work like trials. No modules, cant spend XP on them, can't modify them. Why make an "alt army"? It's an insane hassle. You've got a period of trial matches where you get no rewards, you'd need 4 unit trials per person (the idea is that they'd be very expensive) and it would be easier to just change career from merc to freelancer then join the merc unit in question. A few million recruitment cost and you've got your full mastered decks.
Only real value would be helping new players get into FW and it would be a big expense.
This doesn't solve the larger problems that contribute to low population. Sure, it might help a few new unit members get into it, but I doubt it will have a significant impact. (EDIT for clarification: I doubt it will have a significant impact
even on the target population--new unit members--for the reason enumerated below)
I'm not in a large unit, but my honest guess--from personal experience learning in QP and FP--is that dropping with experienced, confident, and vocal teammates is far more effective at generating mastery and interest in FP than dropping with "the right" deck. Only one Trial 'mech currently has LRMs anyway--the Treb--and all the rest are pulse laser metabuilds.
Deathlike, on 27 July 2016 - 09:24 PM, said:
I could give you a list of a few things covered, based on memory.
Thanks!

I'll add my solo/pug/small unit reactions. Not for Deathlike's benefit, but to contribute to the discussion.
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There was a small segment in figuring out how to restrict new players from getting into FW immediately.. the need to handhold them so they don't get a terribly bad experience for the first time (and it's not easy). References to a FW Tutorial was made (gee, where have I heard this before...).
Needed.
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There was a small discussion about the Long Tom (mostly in favor of removing it, and replacing it with something worth reaching for).
Probably needed. (EDIT: I'd say just reduce it to a very maneagable amount of damage, then move on to other things. Would I like to see it replaced? Yes. But there are so many options and voices that it'll end up being a waste of PGI's time)
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There was a side discussion about dropship spawn points - the idea that you can position the dropship optimally away from the enemy, especially in a camping situation.. which was semi-allievated in Phase 2, but still not an option. I don't even understand why there aren't selectable dropship spawns really.
My guess is that PGI can't do moveable spawnpoints. This comes up often in map feedback threads. They are set in the code for each map/mode combo.
End camping by making dropships super OP. Or have a LT fire on dropzones whenever there are enemies there. Solved. On to developing more/better maps/modes.
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There was a specific discussion about Scouting mode - the win condition for those going away with Intel. The problem was that the scouting team won by default when standing in the dropship zone when time was in and was being contested by the opfor.
Some ideas were to tweak that, that like capping Intel, the mech that arrives @ the dropship must be in that circle for X # of seconds (3 to 5 seconds or whatever) like when you were downloading the Intel. A variation would involve the time spent in that circle relative to how many Intel points were collected (like 1 second per Intel point, though maybe realistically .5 seconds per Intel point). It wouldn't be a instant win for the Scouting team for that instance (for the mechs left to goto the dropship needs to be able to survive those precious seconds after all).
This is a complete red herring.
At a basic level, I'm of the mind to just keep all existing game modes as-is, and ask PGI to develop more varied maps, and if possible, modes. They'll never get everything "perfect" but if people have another toy they like better, they might complain less.
RE Scouting in particular, I think it's great. Do the specific mechanics make sense? No. But here's a mode where being a stealthy, situationally-aware Light pilot can benefit your team. These suggestions sound like they are coming from Crow and Griffen pilots who are pissed that they can't hit the Locust or Jenner who sprnts in at the very end. I've been on both sides of the equation. It sucks when you lose--again, on both sides. But take the premise or leave it.
Sort of like FP in general. Invasion mostly sucks. So I leave it. No amount of lore or fluff or overworld logistics/mechanics will change that. Add in other modes that suck less to me and I'm engaged. Or add new Invasion maps that are bigger, or more open, and thereby, dilute the ****** chokepoint maps (so only one in two is a ****** chokepont map) and I'm engaged.
Sort of like with QP. I hate Domination. I hate HPG Manifold. But I'll tolerate them so long as there is a significant chance that I'll get to play Polar Highlands or Conquest.
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That's a few things I recall anyways (had a convo with a friend about the event, so I'm referring to the limited log that I have on it).
Again, thanks for the synopsis.
Edited by Jables McBarty, 28 July 2016 - 07:06 AM.