1. Tug of war/Double attack queue. Good in concept, but by itself it doesn't reduce enough buckets every time to make Russ happy. Therefore it should be combined with...
2. Alliances. Add a tab to the war planning screen to vote on an alliance, but make layers of an alliance. Layer 1 is the simple sharing of buckets (i.e. Steiner and Davion can play in each other's buckets). Once an alliance is forged, the alliance screen goes to layer 2 of alliances, where the faction can vote to focus their attack on one border (reducing buckets), stay the same and share buckets, or break alliance. If the ally votes to concentrate on one border, maybe offer an incentive for the faction fighting on their allies border (i.e. Davion agrees to fight only on Steiners Jade Falcon border would receive 75% Davion LP and 75% Steiner LP). Let the player politics dictate where alliances lead (boosting immersion and controlling where larger merc units can fight). This would also allow those level 20 loyalists that are trying to role play to see some of those LP bonuses that mercs get by faction hopping, as Alyward was alluding to.
3. Turn on the red light (ROXANNNNNNNNE). I like the idea, but expand it to just a 'hard mode' light. Allow solos (tier 1 or 2 only), and groups of 8 or more to turn it on. Plenty of times an 8 man can carry through a group of unorganized pugs and dominate, so why not allow them to pick up some solos that have raised their hand and said I'll join your big group and fight a 12. I've also been solo and hoped and prayed for a decent size group to be on when my unit isn't running. I know I'd be more willing to drop solo if I could turn this light on, and hope to get on a team that was willing to fight a big fight. This would also help with unit recruitment, as a big unit could run with 10 and find those hardcore pugs that are out there.
All 3 ideas together could be quite good at reducing buckets and improving queues in terms of wait and quality of matches.
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As for the long tom discussion, the community heard you Russ, you like long tom, you like the effect and you like that it gives a big incentive to push for it in scouting. Most of us don't because IT KILLS QUEUES. We have a gentleman's agreement specifically NOT to push to LT because IT KILLS QUEUES. The concept of LT is currently toxic to the community, it needs to go away for a while. You sound pretty married to seeing the effect, so how about this:
Air Superiority--A straight out BUFF to all airborne consumables, and the side that doesn't have it can still have their normal things. So this would do the following:
--Arty's become actual long toms (not mini nukes), and use LORE values (single blast, 60 points of damage at epicenter, reduces to zero as it goes outward, maybe slightly larger than current AOE for arty). Keep the effect, reduce it in size a bit, and makes the LT lore folks happy. Add a bit of time to the cooldown. #WINNING all around
--Airstrikes become a dropship strafing run. Dropship flies along the same path as an airstrike and blasts mechs with lasers. Aim for the DS to hit for 30-40 damage per mech in the path. Increase cooldown a bit as well. And the effect and sounds of a Leopard buzzing the battle blasting mechs with lasers would quite frankly be, AWESOME.
--UAV receives a significant boost to range, duration and health. Maybe make it a small drone that circles around a 100m circle making it even harder to shoot down. And the lurms shall RAIN.
Still quite a meaningful boost to reach the highest level of scouting reward, players control the damage instead of being the middle finger of god squishing mechs every 2 minutes.
Edited by Big Tin Man, 29 July 2016 - 08:52 AM.



























