I expected to be criticised for being "elitist". And to hear the "but we need more players" argument. Let me address both briefly.
On "elitism":
Faction Play was
designed to be the end game for experienced players. When inexperienced players distort the teams in Faction Play, it
destroys the mode for everyone. My request is about making the mode payoff in the way that it was designed.
My request is not dissimilar to the way ski resorts grade and gate their ski runs. Inexperienced skiers aren't permitted on Black Diamond runs because they ruin it not only for themselves, but also the experienced skiers.
On "but we need more players":
Getting consistently stomped by experienced teams - after a 15 minute wait for a match, and 20 frustrating minutes of getting instagibbed - will not keep new players playing FP. The opposite is true.
Worse,
inexperienced players make experienced players desert the mode, too.
For example, my unit can only mount a 6-man to play Faction Play, at best. When the other 6 players we're dropped with are experienced FPers, we can put up a good fight against the organised 12-mans. Win or lose, it's a satisfying battle.
However, when we are dropped with 3 or 4 inexperienced players, it often becomes an impossible carry. Eg. Yesterday we dropped with PUGs who contributed 150, 180, 265, and 350 damage each. Despite us providing strategic advice on voice comms, their individual piloting skills and sub-standard loadouts made them cannon fodder for our experienced opponents. They lost all four of their Mechs by the 3rd wave, leaving the rest of playing 8 v 12 for two waves.
I now have
trouble convincing the experienced players in my unit to play FP. While they generally like the mode, they are frustrated with trying to carry impossible* numbers of completely inexperienced players.
So: to retain players in FP, we should gate the inexperienced players who are breaking the mode for themselves, and for the other players the mode was designed for.
Edited by Appogee, 06 January 2017 - 01:41 AM.