Alteran, on 12 July 2017 - 07:29 PM, said:
The main game portion really is not the issue in CW/FW/FP, in fact IMO the improvements to maps, implementation of base elements and cosmetic improvements to the game from launch till now have all made the core game beautiful. That's where this ends though. CW/FW/FP is not and has never been about the main game. CW/FW/FP should have been the logistics of managing a unit (Mech stocks, rearm and refit), politics of the Inner Sphere and control of key resource planets.
PGI you have failed CW/FW/FP in every aspect of this.
A large Merc unit? The economics of running such a unit should have been staggering and having them running on the edge all the time, giving them incentives to running lean and mean. Population control would have been more along the lines of self-preservation, rather than putting all their eggs in one or two baskets and risk imploding the unit with one or two bad contracts.
Loyalist Units would have been the meat and potatoes of the entire system, rather than the frowned upon faction they are now.
Wake up and get with it. Maybe, just maybe you might gain back what you have lost. Right now, whatever you do with MWO, MW5 and MWO2 will be judged by where you take this.
Back at the height of phase 2 I wouldn't have been against a unit cap of like 128. It was 512 (not sure what it is now). Clearly 512 was too high. 512 rivaled the size of some of the houses, especially their active players. It wouldnt stop people from working together but it would prevent any 1 unit from 100% zerging everything for themselves (leaderboards, prizes, and challenges for example).
Edited by Kin3ticX, 12 July 2017 - 08:44 PM.