1. Get rid of "qp" as it is now.
Eliminate the faction specific bucket as everyone is mercs.
Lower baseline rewards, build it back up for meeting your contracted factions requirements/limitations.
If people want to run Clan/IS drop decks they can they just get rewarded less.
2. Solos now drop in 1 mech - 1 drop matches in FW. basically same as now, just in FW but no scouting/4v4 option or invasion/counter/multi-drop specific modes or maps.
3. Groups of 4 drop in 1 mech per drop - 3 round matches in FW. (4v4) - no multidrop modes
4. Groups of 8 drop in 5 round matches. 1, lance v lance (2 x 4v4 matches on separate maps), 2 x 1 mech drops, 2 invasion/counterattack drops with 2 mechs.
5. Groups of 12 drop in 7 round matches. 3 lance v lance (3 x 4v4 on separate maps) matches, 2 x 1 mech drops, 2 invasion/counter attack drops with 4 mechs.
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4 total buckets for the whole game outside of the comp mode.
- You have FW - solo, 4v4, 8v8, 12v12 and that's it.
-- also way less work for the match maker, match up teams and they play multiple matches back to back.
---- multiple matches (a campaign) also makes scouting for bonuses actually mean something in the context of a matchup rather than random players affecting the contests of group play.
-------- multiple matches will inevitably lead to a lot better player retention for group mode as it will build in a story line/drama right into the competition between 2 teams. (also far more interesting for the twitch audience than totally random matches every 7-10 minutes)
- lastly there is a progression from solo (easiest type play) to 12v12 (the most competitive play) that make sense and also offers a much wider variety of play with the limited modes and maps the game has.
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Run with your friends/whoever happens to be online or run solo, it doesn't matter one bit even if they are in an opposing faction.
- still a place for everyone from solo to small groups up to full groups without lopsiding anything.
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Tally points based on each player's w/l for their faction/unit match by match and multiply the thresholds by 12 to account for individual scoring for planet control.
--- all the planetary contention "selection" remains in the background. There really doesn't need to be any player choice on this, it doesn't add any value to the game to have players choosing.
----- this means EVERYONE goes into the same overall game bucket with the 4 group sizes to split them apart. All the other nonsense is just tallied up and taken care of behind the scenes, whether totally automated or planet selections by PGI once or twice a day/week/month/whatever to carry along whatever storyline they want to promote between Tuk style events.
*Biggest hurdle would probably be finding a way to allow teams to pick up a player if someone dropped out in-between matches or implementing an ai to take control until they returned.
Edited by sycocys, 23 July 2017 - 08:43 AM.