EDIT: should have quoted Eisenhorne to make that a little clearer in regards to the tonnage aspects in QP vs FP. I'll clean that up a little in relation to the proposal in this thread.
Eisenhorne, on 05 November 2018 - 02:46 PM, said:
This is absolute truth. Several of the training units that still exist out there have large numbers of very new players, who are not very good at this game. A 4 man lance of very experienced players on the other side, with some modest help from their pugs, can usually slaughter such a 12 man with near contemptuous ease. Large groups do not need a tonnage reduction.
Honestly the same argument can be made for quick play, but it is what it is there. There are plenty of times where I'm rocking in a 4-5 man group in QP, and more and more people join the group, and it gets harder and harder to play because we're not coordinating, we're just playing together, and several of that group are usually new / not great players, so we just lose a lot. Then I get frustrated and stop playing
The re-adjustment for groups in QP with players dropping in/out can mean players shuffle mechs every match.
I believe the match making was made easier by shifting to a tonnage limit as it removed part of the puzzle, but not necessarily the player group management side of things.
The larger the group, the harder that gets as well and while I did love those 12x Nova drops, people like to use different mechs from their collections.
For Faction Play:
The individual tonnage limit on the drop decks is a value that could have features built around it and other features that react to it such as described in this thread. With this 'handicap incentive' it doesn't force the change on the players, it provides a choice allowing players to even out the fight though a voluntary handicap in mechs to maintain their earnings.
As an added side effect, players for convenience will look towards increasing the number of drop decks they have so they do not need to edit a drop deck before a drop, merely swap to another one. That creates a monetary incentive to add this sort of feature to the game and that sounds like a win/win for the game.
Drop decks as a feature in the game I feel are under utilized as they are and there could be a number of little features added to enhance them.
Edited by 50 50, 06 November 2018 - 01:40 PM.