Cato Zilks, on 07 August 2018 - 10:23 PM, said:
I am 100% with you on wanting to bring back the forum warrior space nerd politics aspect that we had going on years ago. Inter-faction ****-talking is at an unacceptably low level. I don't think that creating fewer teams and having a large scrum or creating many smaller buckets is going to bring us back to the glory days. Our population is currently too small to handle lots of queues, but we want to fight for individuated factions and to take planets for our faction. And if we do keep it within one bucket, as you say you want, then we are just doing what we are doing now, but with fewer factions.
Creating more queues is definitely something to be avoided. I am strongly in favour of merging scouting with the invasion queue and even removing the quick play group queue to make Faction Play the 'group mode'.
To have each faction represented individually is not practical as it would be difficult for players to form the full teams required by the match maker. We have 13 factions. It's too many.
It therefore makes sense to look at combining a few factions into a single side not only to help with team creation but also to allow for more factions to be introduced without creating more sides in the conflict.
The Clans are the obvious target as there are 7 at the moment with what... another 20 waiting in the wings?
Therefore dividing the different clans into their respective Warden or Crusader sides works nicely because it's only two sides in the conflict but it allows for that possibility of more factions to be added to either side.
Consider this:
What if the Quick Play Group Queue had a limitation on the teams that required all players in the team to be from a single faction? Assume for a moment that at any point in a 24 hour / 7 day period that there are enough players for a full team in each faction.156 players for the 13 factions we currently have. Suddenly we have a single queue where from one match to the next we see one faction fighting another and the potential to have a Clan or IS opponent.
All that would be missing from that would be a way to tally up the victories for our faction and apply them in some fashion.
I've suggested 8 sides to bring the number of players down and make getting a full team a bit easier.
The other obvious solution to the population problem (At least to me) which also tackles several points is to allow matches for smaller team sizes. Would it not be sensible to allow battles to occur as 4v4, 8v8 as well as 12v12? Surely that is just a tweak to the match maker and limiting groups to a lance.
Would that not instantly allow games to happen and suddenly multiply the variety of the mode?
And without splitting the queue as well. We can add Scouting in and combine a queue.
I don't see how that in anyway would be bad for the mode.
Cato Zilks, on 07 August 2018 - 10:23 PM, said:
Lets say that Steiner-Davion **** gets real on the forums, the devs can say "cool, civil war starts next weekend and lasts for a week." So for that week we have regular Clan v IS, and Steiner and Davion have a side conflict. Sure this will take people from the main front and IS will likely lose some worlds... but thats what you get. These kinds of side conflicts are there to draw our lore-nerds back into FW and net increase the FW population. I would hope that this would not only balance, but also increase the activity in the main queue.
We can rely on the events to create the conflicts but that requires manual effort.
It really needs to be able to maintain itself and let the players write the story in the game... talk it up outside of it.
That's where I see a need to significantly alter the map from it's current form and not use borders.
Edited by 50 50, 08 August 2018 - 04:42 AM.