smokefield, on 10 March 2023 - 10:40 PM, said:
1. biggest issue: not allowing bigger groups in QP drove off a lot of my team. that was the fun while playing this game.
we need bigger groups back and here is an idea that can combine both drop decks and bigger groups. meaning define OR a total number of mechs available OR max tonnage in the dropship per that game.
Faction play has no group size limit AND drop deck.
So why didn't switch your team (unit?) to faction play?
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Case 1: Mech number limit: 24 total mechs per game per 12 man team(2 per player).
from the pool of 24 mechs you allocate a percentage based on how big the group is.
8 man - can field only 12 mechs. that means after the 1st round only 4 players from that team will drop again. make it random so all of them have mechs ready. it will add even a twist cause you never know who will be picked to drop.
the rest of 4 solo players will have the other 12 mechs - that means they can drop with 3 mechs in that game. Plenty of balance vs those in a bigger group.
Obviously the numbers can be adjusted.
Case 2: tonnage limit 2400 tons
8 man ca field only 1000 tons per game. apply the logic above but this time they can choose lighter mechs so all 8 can drop twice (with 2 mech per game max). the rest of tonnage - 1400 tons - goes to the 4 solo players split equally->350 tons per player. so each can drop as many mechs as they want in 350 tons. 3 x100 + 1x 50.
above numbers are not balanced at all, just to make my point.
So different rules for group and solo players, and to make that work PGI needs to rebuild the dropdeck system in a group & solo split.
Sounds like a great way to waste money AND to upset the die hard solo players that hate even 4 player groups because those cheat with private VOIPs and teamwork (a no go in any team based shooter).
IMHO it would be easier to creat some kind of "faction quickplay" with dropdecks and flexible matchmaking by using the already existing drop decks & faction play.
Players have to use dropdecks to remove mech weight from matchmaking
Drop decks follow the same tech rules as in faction play (no mix of clan and is mechs) to enhance the number of groups in the game aviable for a call to arms.
4 vs 4 / 8 vs 8 / 12 vs 12 matches depending on the number of players aviable
small maps for 4 vs 4, medium for 8 vs 8, large for 12 vs 12
make variants of the larger maps for 8 vs 8 & 4 vs 4 (Battlefield did that almost 20 years ago...).
4 player groups only, with 4 players min & 4 players max. Yes, that means group leaders have to invite players to fill their group.
"But I want to play with my 11 player friends group!!!!!" -> play normal faction play, or synchdrop as multiple 4 player groups.