Posted 03 June 2017 - 02:11 PM
I fail to see how the conclusion could be reached that doing any sort of a queue split for FW, be it tier based, group based, or whatever, would actually impact the planet captures.
The way it is right now, this very minute, there are multiple matches (defined in a moment) taking place that impact planetary capture.
There may have been some method to the madness when specific planets could be fought over (as in, you used to select a planet on which there was fighting and chip in). The consensus, afaik, is that... there is no consensus. The only real factor agreed upon seems to be that it is (likely) contribution based, but even that gets a little vague. How much contribution? At what point in the conflict? Number of players? Wins? LP earned? Timing, as in your unit got the last victory that won the world(s)? The planet sectors are gone, and being able to decide specifically what planet you want to fight on (out of the chosen targets) is also gone, so even if those things used to matter they don't any longer. (or you've no control over them, which amounts to much the same thing)
I have tried to find a definitive answer and come up empty, but I've read lots of theories.
(Side note: what the heck is with the folks that believe that you will only defend(& counter?)/attack when the FW bar is all the way to one side or the other? I've been in plenty of FW inavsion drops when the bar was all the way to clan capture side (they were winning) and I've defended, attacked, and counterattacked in that specific situation. Empirical evidence, gotta love it.)
So a match. One 12 v 12 (or 4 v 4, if we're talking scouting) game mode played to completion. Period.
How do you count it? For population or matches, we first need to decide whether we're looking at concurrent or total.
For matches.
Concurrent
Simple, pick a moment, take a snapshot of how many matches are being actively played at that moment. Number, done. Filter by QP/GP/FW-I/FW-S if you wish. Sample multiple times to get averages, medians, or other statistical evaluations.
Total.
Pick your time period. Each match played during that period counts as ONE towards the total matches in that period.
Each specific faction (Davion, Smoke Jag, etc.) that was involved in that match gets a single tick on their matches played.
Each unit involved, whether with one person or all twelve, gets a single match counted towards their total. (waah! unfair! What? Why? How? They played in a single match. They had the advantage of dropping together as a team.)
For the faction and unit totals, think of it like this. A single match was played, did the specific faction/unit have a presence in that match? Yes? Okay, they get another match for their total.
Counting population works much the same.
Concurrent.
At any given moment, how many people are logged in right then? From a particular unit/faction? Playing a FW match? That's the concurrent active number. Again, multiple samples, etc...
Total played.
RW example. The US NFL teams have a 53 man roster (officially). At the end of the regular season, they've played 16 games.
(*assuming each player gets some field time) At the end of the season, what was the match (game) population for that team?
Answer: 53.
Not 16 x 53, just 53. Not some random number between 1 and 16 times 53, just 53. Not some creative accounting method to say that some players should be counted multiple times, just 53. The number of players who represented that team in matches (games) cannot be more than 53, because the roster is only 53.
So, MWO. If you asked me to give a total active population for a time period, or an event, in MWO, I would ask, okay, how many accounts were active (logged in) during that time? Bam. Number achieved. (yeah, yeah, alt accounts, blah, blah, but officially, that counts as another person, so...)
How many people from a specific faction or unit? You get the idea.
If a single person, for population purposes, gets counted more than once for total population during a time period (an event), that IS multi-counting.
(for an MWO example, if my mech has 4 ML on it, and during a match, I fire those four lasers 200 times, I have fired 800 shots, but the my total laser population was only four! Semantics matter for this sort of thing.)
You could count a person as many times as you wanted for each instance of a concurrent population (but only once for each snapshot). You could also use one person once for total player population, once for faction (if applicable), and once for unit (if applicable), because those are counting different categories, and that player may be part of each of those sets.
Now, on the subject of unit tags and getting credit for planet claims (and MC rewards).
Whether there is a definitive answer on how credit is determined or not(?), it still doesn't have any bearing on the multiple queue discussion.
Why? Simple. However credit is garnered, assuming it isn't more or less at random, you are still somehow counting what your unit players did during the period of contention. Whether they were in a solo FW queue, a tier FW queue, or whatever, they still did stuff that will be counted. Problem (if there was one) solved.
If you want to multi-count population here for credit purposes, go right ahead. If matches played matters for planet claim credit is the way it works, then yeah, 4 players from a unit in a single match is 4 points of credit for that unit.
Multi-count for credit, not for population.
@MadBadger. Option 2, all the way. That way PGI (and we the players?) can take this huge, fetid, gnarled up problem and break it into small chunks to (hopefully) fix one at a time.