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the problem is you dont know when you are going to get a big unit or a bunch of pugs, so you always kit out for the worst case scenario.
this is why i strongly suggest some kind of unit rivalry feature so units can enter into games where they know they are going to battle another unit. this would be a good alternative to split queue for pugs. it better targets elite units explicitly and gives them games more on par with their abilities. one game there might be worth 5 in the general population to really give units an alternative to pug farming in order to win planets, and with fewer drops.
for the pugs you will see fewer stomps, but will still see units from time to time. this opens them up to unit invites, strategy and simply being able to see what unit play offers rather than total insulation from the units.
this is why i strongly suggest some kind of unit rivalry feature so units can enter into games where they know they are going to battle another unit. this would be a good alternative to split queue for pugs. it better targets elite units explicitly and gives them games more on par with their abilities. one game there might be worth 5 in the general population to really give units an alternative to pug farming in order to win planets, and with fewer drops.
for the pugs you will see fewer stomps, but will still see units from time to time. this opens them up to unit invites, strategy and simply being able to see what unit play offers rather than total insulation from the units.
to me that's where special ops missions would come in
12v12 by appointment missions, you don't know which 12 man just that its a 12 man
best of 3 drops (could throw a little twist into the fight by saying once you lose a Mech it cat be used again during that special ops missions)
weighted planets and star lanes would be great also