justcallme A S H, on 18 January 2017 - 07:51 PM, said:
12 mans are rare as hens teeth IMO.
I have not played in a full 12 for at least 4 weeks now. Usually it's anywhere from 4+. People come and go as well, so having a "set" number for some magically different queue won't work either, there just isn't the population. Plus the population is already dropping, I'm sure PGI see's this too if I can pickup on it.
Fixed
i exclusively play in 8-12 mans. and most nights on the frr ts hub theres multiple 12 mans going. im looking at one right now, and theres a second forming up as i type.
moving on
however thats why i changed to say maybe 9mans -12 mans with call to arms filling the rest, as it would help to open up ques a bit more broadly, and gives a useful reason for the call to arms function (a holdover from previous phases), now has a realistic and useful function.
with that mechanic, you can also further flesh out ideas like adding punishments for not following orders, as those pugs will be with 12 mans in a mode that requires teamwork, and would add a place for that, since you are garunteed to be in a functioning, teamwork using game mode with absolutely NO 12 pug teams, were leadership cant be just assumed by an individual clicking the dropcall button. remove the full pug team factor, and you can start hashing out ways to decide who has command in drop (clicking a dropcall button DOES NOT make you in charge in other ques purely because its a pug group most likely, however a que with only large, coordinated groups (and almost always a predetermined dropcaller), allows you to give the players the option to respond to a lack of teamwork, as the decision maker would normally be the group leader, and therefore have the right to reject players he feels dont work with his team. since the current que, and qp maps give the option for people to go solo, they cant add that function without a way to decide who has that kind of authority, and no ones going to listen anyways, as the ques are meant to include them. even fw is MEANT to include them, because they have the ability to que up in it and make a full 12 person team of only pugs. make a que were they are the vast minority, with clearly appointed leaders, and you now have a realistic, and fair, case for adding that functionality.
it also allows qp maps to be a more mellow area, as hopefully the big units will be off fighting each other in invasion. this is a good thing, because as weve seen, people want to play fw, because they think its a cool concept. by making it exclusively for the tryhards, its like your saying your only allowed to access the fun and deeper parts of the game if your willing to work at it like a second job. people dont want to put that kind of effort into a game that they arent sure is fun for them, and as a result, the population drops as they leave, seemingly convinced that the 'good' parts are kept behind a skill wall, which shouldnt be the case. they should come to fw looking to have a fun time, find that fun, THEN decide if they enjoyed themselves enough to come back and really get into that spreadsheet warrior stuff. i realize most of you are asking yourself "depth, in fw?!?!?! lol, nope." but lets be honost, qp is just xbox live multiplayer with a keyboard or joystick setup, and while fw doesnt offer much different besides respawn gameplay, its billited as much more, and if you look at all the guys with faction identities, like mech_the_dane, myself, and many of the people i play with on the frr ts, you can see how important the mode is to us. theres something here that i dont find in quickplay, and the only reason i got were i am, instead of just going back to quickplay after my first few baby seal stomps, is because im a battletech fan. not everyone playing these is one of those, and without a place away from the tryhards, theyll continue to leave, because they dont want to be the best, they just want to have fun. for the pug stompers, they claim is that facing other units is fun. this allows that, solves more than 1 problem at a time (which apparently PGI loves), and adds an extra level of immersion, as it stands to reason that the highest quality units would be fighting to get the beachhead, with the regular military coming in en masse after. another alternativewould be to have the winners of that phases invasion que be the attackers for the next invasion que, however that would work more seamlessly with a shorter phase time, as a unit could spend 1 hour fighting for the ability to attack and make the tags available, and the second hour fighting in the (qp que) main invasion for the tag. people playing then have a simple storyline they follow for invasion, they first fight for the becachhead, then fight the main war.
potentially mc could be changed so those that successfully "get a beachhead on planet" would get paid more mc per person who participated (as they did the heavy work), and you can open it up again to ALL pugs who participated, and give them like, 1 mc per qp cue won.
the making it count for later is an idea that occured from listening to people say that invasion should be in the front since it feels like your establishing a beach-head. you could just as easily make qp effect the future and have invasion for that phase, or have both effect the same phase. its just an idea that i thought was cool.
(this seems ramble-ey because it is. i just had to type till i felt i explained it correctly.)