justcallme A S H, on 01 June 2021 - 12:16 AM, said:
You would be very, very limited in that view.
Units, Streamers and even just the more casual players - like to group and play with their friends - not a random "assigning" of them on varying teams.
If a game did that - I'd simply stop playing it. I don't group up to be split up - that is just pants on head
If you wont play without your friends then the only real solution is two different queues. Because solos dont want groups in solo queue. Solos dont care what groups do outside of solo queue as long as theyre not doing it in solo queue.
Anjian, on 02 June 2021 - 10:52 PM, said:
The problem of FP is that its an asymmetrical mode. One side defend one side attacks.
I dont think thats a problem because you know who the attacker and defender are ahead of time and can plan accordingly.
The biggest problem I had with FP is the teams were never balanced. The asymmetry of the map had very little to do with one team having an advantage. One team was always just better than the other team. To the point where the other team got completely rolled or even worse spawn camped.
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If they put respawns into QP, they would need to do simplified drop decks.
not necessarily. they could do ticket based respawns. and let you choose any trial mech or mech you own to respawn in.
each team would get so many tickets for respawns and when you respawn your team loses tickets equal to the tonnage of the mech you respawned in (with a possible +/- adjustment depending on if the mech is too good or bad for its tonnage). And youd need some kindve timer limit or hard limit on number of respawns to prevent someone from just dying over and over and using up all their team's tickets.
they could have objectives like in conquest except the captured objectives would bleed tickets from the the other team. that way holding objectives would force the game to its conclusion. the team that runs out of tickets first would lose. Each of the objectives could also provide some kindve tactical bonus to your entire team as long as your team controls it. like comm relays, sat uplinks, airfields, orbital guns, etc...
they could also have mech repair bays that could repair mechs for half the mech's ticket cost (the tickets charged would be based on how damaged the mech is upto half the ticket cost). which would still be preferable to the mech being destroyed completely. by making mech repairs cost tickets that would prevent repairs from being overpowered.
MWO could have way better gamemodes if PGI actually put the effort into it. We dont have a truly epic gamemode for MWO and thats part of the problem. All we have is a bunch of lame beta tester gamemodes that feel really unpolished and awful on a bunch of maps that are too small for 12v12.
Edited by Khobai, 03 June 2021 - 12:47 AM.