LordNothing, on 13 September 2019 - 07:36 AM, said:
quick play is actually the thing that ruined the game. it should have been obsoleted a long time ago. but people wanted their easy mode when they found fp unpalatable for casual play. there was no way in hell the plan for fp would have worked without 100% of the population. pgi needed to find a way to integrate pugs and casuals into fp so they could put their alpha mode to rest. but that didn't happen, players settled into their own isolated camps until you couldn't take away one or the other or merge them without killing the game. of course doing nothing really worked wonders, at killing the game.
On the quick play side of things, most of the comments I've seen were about being able to get in and play a short game really simply. ie. Select a mech. Hit launch. Get in a handful of games before having to do something else.
Simply having the casual players filter into one of two sides in the conflict like militia/freelancers to do single drop QP missions under the guise of the event story I would think would be simple enough.
Doesn't really help with the wait times and division of the population over the different queues.
Might need a game that allowed players to drop in and out of an ongoing battle.
Or perhaps if the players are part of one of two sides in a conflict, the side that wins the battle triggers some sort of FP campaign and vice versa. Bit like how scouting does something in invasion.
Interesting question though.
If it was to be looked at, how could QP fit into the faction conflicts while maintaining that appeal for casual players?