- The best solution here is...
1. make QP phases shorter.
2. Add between them Invasion map phases.
3. Make Invasion phase bigger.
Like:
- Invasion Stage 1 - Game Mode: Skirmish (medium) (because it's fun, but not for that long time. More often IS mech was just locked in dropzones and have no chance to get out).
- Invasion Stage 1a - Game Mode: Invasion (Short) (after skirmish having strategy oriented map is great for short phase)
- Invasion Stage 2 - Game Mode: Domination (short) (nice phase, but have some weak points when all active players have... not so speedy mech to come into circle or thay locket in DropZone. Well... that not a best phase in FP now. Clan have better chance to win that. Maybe more than 2 gen with ecm+turret cover can change that mode to better - by splitting mech into gen killers and dominators in circle.)
- Invasion Stage 2a - Game Mode: Invasion (medium)
- Invasion Stage 3 - Game Mode: Conquest (medium) (good phase and i have a lot fun with that in FP)
- Invasion Stage 3a - Game Mode: Invasion (medium)
- Invasion Stage 4 - Game Mode: Assault (short) (that phase always become nascar and fast mech first to capture... no really stategy, no some tactics. Adding seconady point for capture or adding mechanic of destroy 2 generators before starting capture base with support of few turrets and 1 ecm tower - turn that mode in much greater phase as it is now.
- Invasion Stage 4a - Game Mode: Invasion (1\4 of remained phases)
Here some visualization of what I mean.
Maybe that make happy QP players and in same time FP players as well.
Goal - make QP phases shorter to end and make Invasion phases longer in same time.
Edited by Tiantara, 23 December 2016 - 05:24 PM.