Now QP does have MM, and we are fully aware that the CW/FW player numbers do not support MM at this time, so what else can we do? Well the other balancing factor that PGI has implemented in the QP group queue is tonnage limits per group, please see http://mwomercs.com/...tonnage-values/ for tonnage details. Why not implement the same function into CW/FW? This can be based on the size of each group prior to joining the queue so that your drop deck can be customized in advance. A suggestion to group size and tonnage limit is listed out below.
Groups Size , Min Tonnage , Max Tonnage
1, 220 , 260
2, 220 , 260
3, 220 , 260
4, 220 , 260
5, 200 , 240
6, 200 , 240
7, 200 , 240
8, 200 , 240
9, 180 , 220
10, 180 , 220
11, 180 , 220
12, 180 , 220
Having the drop deck tonnage change with every group size is unrealistic, as many groups will fluctuate in size over the course of a given evening and having to change your drop deck every other game would be cumbersome and boring, so my suggestion is that groups of 1-4, 5-8 and 9-12 have the same drop deck allowance.
An example of these drop decks would as follows: All calculations are done using the max allowed drop deck tonnage, in my experience it seems that most people seem to want to take the maximum allowed tonnage or as close to it as their drop deck allows.
Example Team 1:
12 x Solo players
12 x 260 tonnes = 3,120 tonnes of total team weight
Example Team 2:
1 x 12man group
12 x 220 tonnes = 2,640 tonnes of total team weight
Example Team 3:
1 x 5man group
1 x 7man group
5 x 240 tonnes = 1,200 tonnes +
7 x 240 tonnes = 1,680 tonnes
Would give this team 2880 tonnes of total team weight.
So this does generate another issue of the 'Wolf-Pack' but this can be alleviated with increase in base defenses and the increase in the damage a drop ship does, currently the drop ship weapon's do not stop spawn camping, which was the entire reason for putting weapons on the drop ships in the first place, I would suggest that the drop ship needs to do 3-4 times it's current damage to be effective and having a good 2 times the number of base defenses.
I know the above suggestion does not change much in regards to the numbers of people playing FW/CW but it would help remove some of the advantages that groups have over solo players especially large groups. The above suggestion function has worked to some extend in QP so I see little reason to not implement this into FW/CW.
Edited by Honiara, 30 July 2016 - 01:43 PM.