Talking about camo's but the real two things that kills Solaris are:
Reason 1:
Disregarding matching/queueing time, the horrendous amount of time it takes to get into a match, versus the short time a match lasts. It's practically a 1:1 ratio, whereas for QP it's more like 1:4 and FP around 1:3.
Solaris match: Select mech and enter queue, wait 60 seconds, load up fancy map voting screen, map vote, load map, elevator animation, camera fly-bys, traffic light, then finally you can fight.
If you factor in matching/queueing time then it's even worse due to low player population. In a small game like this with so few players, most people just gravitate to whatever is quickest, ie: Quick Play.
Reason 2:
Skill trees! You can't use consumables for Solaris, and the skill build (and loadout) for Solaris is very different than for other game modes. This forces players to re-build and re-skill specifically for Solaris. This takes XP and C-Bills, and basically locks the mech out of other game modes since it's spec'd for Solaris. Ideally to play solaris you need dedicated mechs, and nobody is going to dedicate time and effort into something that takes so damn long to enter and lasts so briefly.
That, PGI, is why Solaris failed.
Suggestions for Solaris mode:
Boil down all the pre-match nonsense to an absolute minimum. Maybe show the mechlab image of both mechs on the same screen as the map vote, and make that shorter. Cut out the fly-bys, the elevator, and traffic lights.
I'd also advise simplifying the maps a little to reduce loading times, especially the jungle and warehouse.
Try to get players into matches as quickly as possible and to increase the playtime ratio as much as possible. Have you considered doubling armour and structure values to make matches last longer? That would help the ratio too.
Allow players to save a completely separate skill node setup for Solaris, totally unrelated to the skill tree in the other "normal" game modes. This prevents players from having to "sacrifice" mechs for Solaris.
(Bonus option) In conjunction with the above separate skill node setup, you could allow players to change their Solaris skill tree totally free of charge, allowing them to reset and use the full 91 nodes freely. This will remove the tedium and risk of players gradually spending skill nodes incorrectly for Solaris, and considering how unpopular the game mode is right now this would actually attract a huge crowd since everybody would love to use their mechs fully skilled out and play around with new skill builds.
Solaris can still be saved.
Edited by Generic Internetter, 01 July 2018 - 02:27 PM.