fp is the only mode right now that has any depth. having bubbled up to t1 i find i do better pugging up the fp than i do playing qp. qp is dull as hell and i try to avoid it. you just have nothing invested when you play, you play until you either die or win and then repeat. the battles themselves are meaningless. in fp if you screw up on one of your drops you have a chance at redemption.
and anyone who says things like 'ban pugs' or 'split the queue' or 'do a matchmaker' dont seem to understand the current situation. pugs really are the life blood of the system. when units do their mass exodus to the side thats winning its the pugs that keep the game "playable". if you ban them then the drop rate gets abysmally low. other side of it is if you ban the units then pugs will have a blast. thats not really feasible either. split queue would have such issues for the same reason. matchmaker? nah, that doesnt even work in qp most of the time. peak time in fp is a lot like oceanic in qp, and in oceanic the valves are so open you often find t1s facing off against t4s and you may as well just do random. you would need a qp peak population in fp for that to even approach functional.
these are the popular options to fix fp and they are all bloody wrong. we need out of box thinking:
fuzzy queues, like dropping a large group means you can only play teams with large groups while dropping smaller groups means you will play everyone. pugs still fill out empty spaces.
making a distinction between garrison forces (pugs) and spec ops (units) where the former is given a small advantage.
free trade down would help the mass exoduses that seem to plague unit distribution. no penalties for loyalist to switch over to the inferior side, only going to the wining side incurs the current penalties. same thing would apply to merc contracts. taking a contract with the winning side makes you pay a massive jump fee or something, these are paid by the host faction if you switch to the loosing side.
new merc contract rules. like if you switch from clan to is, you are required to complete a certain number of is contracts before you are free to switch back to clan. perhaps have contracts that need to be leveled to maximize rewards. mercs that stay put get more than ones that move around. drop fees are another thing. every time you change contract you have to pay a jump fee from your coffers, switching from davion to kurita would cost less than switching from is to clan.
contract bonuses based on faction performance rather than population. winning factions pay less because they can while loosing factions will put up a huge pile of cbills to anyone who will fight for them.
go to a four side system where all sides are at war with the other 3. if the sides are even you are allowed to drop against 75% of the population, current 2-side system only lets you drop against 50% and it would permit the clan v clan and is v is drops we currently do not get (do you really think pgi's side quest thing will work?). the 2 most populated sides are forced into a bitter conflict while the two least populated faction are limited to minor border skirmishes. the remaining to conflict paths are proportional to the relative population.
thats just a few ideas (not all are mutually inclusive). when you let go of the non-functional options then the you can crack the problem.
Edited by LordNothing, 21 August 2017 - 07:17 PM.