Note: Whilst this is primarily aimed at FW should the concept prove itself successful there is the scope to merge solo and group QP queues using this model.
Currently large units dominate FW, as expected. But unfortunately this is to such an extent that it's caused the majority of pugs to abandon the clubbing, leaving the sphere rather... barren. These large units ROFLStomp across the sphere with little resistance until they meet another unit doing the same thing.
As a balancing factor of large units vs small and pugs a "Drop Fee" should be implemented for groups.
1st Lance (1-4 Players): No Fee
2nd Lance (5-8 Players): 1,000,000CBills
3rd Lance (9-12 Players): 50MC + another million CBills
These fees would be taken out of the units coffers.
This would reduce the incentive for large units to dominate matches until such a time they encounter resistance on a contested world. Enabling pugs to fill queues with a reduced fear of clubbing and help bolster the FW player base.
Now hit me with that feedback hate-train!


Balancing Pugs Vs Units
Started by VonBruinwald, Nov 04 2016 11:42 AM
9 replies to this topic
#1
Posted 04 November 2016 - 11:42 AM
#2
Posted 04 November 2016 - 12:45 PM
Um... No. Because the units that do play faction now will either quit or drop 3 groups of 4 at the same time.
The reason groups are good in faction play is teamwork OP. I am sorry that teamwork in a team game is OP, but that is how life works.
The reason groups are good in faction play is teamwork OP. I am sorry that teamwork in a team game is OP, but that is how life works.
#3
Posted 04 November 2016 - 02:04 PM
Sync dropping can be fixed by simply tweaking the matchmaker to put groups units with the same clan tag in separate queues, and if a unit quits because they can't go wantonly pug-stomping that's a good thing, those units are toxic to the community and a large part of the reason FW is so underpopulated in the first place. It's not like the drop-fee actually stops units playing, it just gives them an incentive to stack less.
It may be a team game. But that doesn't mean you can't be a good sport.
It may be a team game. But that doesn't mean you can't be a good sport.
#4
Posted 04 November 2016 - 04:12 PM
I actually believe there is value in adding a cost to each individual player's drop deck but not for the reasons above.
Limiting group size is the way to go. Random players forming a group together is a bit like assembling a militia from available forces. If we put a limit in to say that these militia forces can only create a lance should they belong to different factions or different units, it then leaves two other lances as reserved for units that can and will field a full lance or more.
The mismatch of pugs vs a premade (it may not even be a single unit) is also a problem with the mode having a minimum player requirement of 12 v 12.
It's not letting solo players and small groups start on a map, do some scouting, a bit of raiding and letting other solo players and small groups respond.
The system needs to allow battles to start at a small scale and then escalate into a major invasion where the large premade groups turn the conflict into a full blown invasion.
Faction Play needs to change a fair bit to allow this to work but imagine a system where a bucket can be created by a single attacking player who wants to do a bit of scouting on a planet, all the way up to a unit that decides to drop onto a planet for the purpose of capturing it using a full company, battalion or regiment.
There is no reason why Faction Play can't cater for these varying levels of player participation.
Limiting group size is the way to go. Random players forming a group together is a bit like assembling a militia from available forces. If we put a limit in to say that these militia forces can only create a lance should they belong to different factions or different units, it then leaves two other lances as reserved for units that can and will field a full lance or more.
The mismatch of pugs vs a premade (it may not even be a single unit) is also a problem with the mode having a minimum player requirement of 12 v 12.
It's not letting solo players and small groups start on a map, do some scouting, a bit of raiding and letting other solo players and small groups respond.
The system needs to allow battles to start at a small scale and then escalate into a major invasion where the large premade groups turn the conflict into a full blown invasion.
Faction Play needs to change a fair bit to allow this to work but imagine a system where a bucket can be created by a single attacking player who wants to do a bit of scouting on a planet, all the way up to a unit that decides to drop onto a planet for the purpose of capturing it using a full company, battalion or regiment.
There is no reason why Faction Play can't cater for these varying levels of player participation.
#5
Posted 10 November 2016 - 02:40 AM
The point is not PUG vs unit but PUG vs premade...
#6
Posted 13 November 2016 - 01:34 PM
Sure, introduce more mechanics to destroy teamwork. not...
Its bad enough that units are penalized to have members. It costs CBills even just starting out, so that even new units or small ones are charged. Ironically, top dogs are fine and have the money but newer players dont. So... backfire on that one.
Unchain units. Let people play in groups. If you don;t like getting stomped, find friends to play with.
And I am a solo unit, just FYI. But I play with friends.
Its bad enough that units are penalized to have members. It costs CBills even just starting out, so that even new units or small ones are charged. Ironically, top dogs are fine and have the money but newer players dont. So... backfire on that one.
Unchain units. Let people play in groups. If you don;t like getting stomped, find friends to play with.
And I am a solo unit, just FYI. But I play with friends.
#8
Posted 14 November 2016 - 06:07 AM
MechWarrior849305, on 14 November 2016 - 03:32 AM, said:
Some salty crying PUGs are toxic to community, actually. Git Gud, L2P. Don't want to lose to premades - make your own premade. Solved.
True, sadly. No way around it.
Although, i wouldn't solely blame it on the premade's teamwork.
More often then not, premades beat Pugs with zero communication but overpowering individual playerskill.
#9
Posted 14 November 2016 - 11:34 AM
MechWarrior849305, on 14 November 2016 - 03:32 AM, said:
Some salty crying PUGs are toxic to community
Some of every demographic is toxic, that we can all appreciate. I'm not sure if you're trying to defend the pre-mades that prey solely on pugs or not though. Seems a bit strawberried to me.
People are crying out that FW is empty left, right and centre, the best way to maintain a stable population is with pugs populating the queues. That means the pre-mades need to reel in their pug-stomping to give the pugs a reason to stay rather than driving them away. Saying "GitGud go premade" while complaining about the dire population is rather hypocritical.
#10
Posted 15 November 2016 - 11:33 AM
this wont work, all it will do is make Units stop Playing together or start Sync dropping,
also not all Premades are from the same unit, & this wont stop a unit from splitting in 2 and dropping 6/6,
it teamwork and organization is what helps Premades win,
then thats what needs to change, LFG needs a rework so players can better make groups,
this and only this will save FW, Penalizing Premades will only do more to kill FW,
also not all Premades are from the same unit, & this wont stop a unit from splitting in 2 and dropping 6/6,
it teamwork and organization is what helps Premades win,
then thats what needs to change, LFG needs a rework so players can better make groups,
this and only this will save FW, Penalizing Premades will only do more to kill FW,
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