Nightbird, on 21 October 2018 - 07:14 AM, said:
Yes. It's the view that as long as most matches are one sided stomps, the FP population will never grow.
I like the incentive idea with the handicap.
EDIT: Btw. I had always thought it might work the other way around at the end of the match where if an Elite team had faced off against a random assortment of players, that perhaps looking at the number of groups on both sides, the average tier (or some other measure) that it would modify the payout. More that the pug team might get a larger payout should they happen to get a win over a team with large groups.
So not so much a handicap, but a reward for winning against the odds. Have to take into consideration that there could be teams comprised on large inexperienced groups dropping so it's not just pug vs premade, it also takes into account the average player tier or perhaps the total tier of the players. You can have a team comprised of experienced and skilled players dish out a whuppin' to a premade.
The primary suggestion in this thread is about
how we could have all the factions fighting each other again and through making the match maker more flexible by using the modular grouping based on lances, there is the option for more variety in every drop.
One would hope that a group of pugs from a single faction would end up only making a single lance and either face off against a similar opponent due to the greater diversity in the drops, while a unit who can field a large number of players in a single faction would also find themselves facing off against a similar opponent.
If 1 in 7 matches happens to be an organised group vs a disorganised one.... that is not as bad, particularly if you can get into another drop quickly and have that chance of a completely different opponent.
All in the one queue as well.
It is also important to try and look at ways to reduce the wait times. Allowing smaller teams to form and fight it out could do that.
Hopefully with the update to show number of queued players we might get a better idea of what is going on in the mode, but that would still mean gathering enough players on each side to get the matches to happen.
If the single Clan vs IS front remains, then there is still the problem of needing exactly 12 Clan and 12 IS players online. There is no flexibility to still get games if it was 8 Clan and 8 IS or 4 Clan and 12 IS etc.
IF the factions were divided into their individual entities, then we need to allow for more combinations and having players divided up according to those factions.
Therefore, need to limit groups to a maximum of 4.
4 because it's a lance. (Alpha, Bravo, Charlie)
4 because we use the Leopard dropships.
4 because it's an even number.
4 because it scales easily to and from 8 and 12 player teams.
The two incentives I am pushing for here are:
- Allow players to get matches faster.
- Use this to bring back the faction identity
Edited by 50 50, 17 December 2018 - 06:51 PM.