Things like pushing the enemy out of the circle on domination, actually matter.
So, the suggestion is simple,
-keep comp play as 8v8 to make it easy for teams to fill their rosters,
-keep the Clan vs IS dynamic...2 factions is supposed to be one of the main points of the game, it should be represented in the high ends of competitive play, (this will help quite a bit with clan vs is balance as well, more info is never a bad thing for the balance team)
-give each team a 3 slot drop deck instead of 4, 200 ton limit for IS, 190 ton limit for clan, remove scouting factors(kind of a given but ill say it anyway ;p)
-Limit game modes to domination, conquest, incursion, maybe escort if the movement pathing for the VIP sucks less by then...and its a little faster...Escort can be exciting from time to time. Being the last 2-3 guys guarding the VIP on your team with your VIP almost to extraction is pretty intense.
-Add feature to pre select drop order, apply the same weight class restrictions as the current Comp play, max 3 mechs per weight class per drop wave.
-As always, competitor moving on in the MWOWC is decided by best 2 of 3 matches
End argument for this being that FP matches end up a hell of allot closer between skilled teams than QP matches do. Generally in QP, even in a 12v12, once your down 3 mechs to none its over. In FP, especially in the more objective based modes, you could be down an entire wave and still pull it off. Nothings over till the last mans dead.
Lets get the end game of this game, actually represented in comp play. Not the quick play mode.
Edited by XkrX Dragoon, 22 September 2018 - 12:50 PM.