Except that fewer than half of the PuGs would get anywhere because the first thing you do as a unit is work out where all the potential objectives on a map are and work up co-ordinated defence plans. So, for example, if there are 12 potential objectives and 12 enemy players you simply double up- 2 players on each of the first 6 objectives that are likely to get hit, meaning you should hold all six if the other team isn't co-ordinating (and they probably won't be), and then have organised fallbacks to defend other objectives as soon as 'mechs become available. Sure, that means some objectives stay undefended but it virtually guarantees you an easy win, and will stop well over half of the objectives from being taken or destroyed.
So you're looking at an average win ratio for the PuGs of less than 30%, which is just demoralising. At least in a Solaris match each player basically has an equal chance of winning (so even if the win ratio is terrible it's all down to skill)- in this scenario if you get assigned an objective that's on every defender's priority list you're basically screwed. You'd need to heavily stack the numbers in the PuGs' favour, and even then it will be very hard to balance right so that they have an even chance at success- and
even then whether an objective will be achievable or not will be basically down to luck, which gets frustrating quickly for any gamer.
On top of that, people will- again- game the system, and a whole stack of a single merc unit will sign on as lone wolves for a game at the same time, which then gives you an organised team with out-of-game comms that you can't control facing off against a smaller enemy team whose only supposed advantage (comms, organisation) has just been largely negated.
Look, I apologise if I'm coming off as confrontational or offensive, I really do- that's not my intent. I don't mean to be an arse about things, I'm just trying to give things a realistic appraisal. I do like the idea of recon missions in enemy battlespace and so on- thematically they work, in the real world they would happen and the potential if everyone played nice would be great. It's just... having played online games for about 15 years now, I know what players are like, and the one constant thing is that it only takes one person in every 20 to be a dick and given half a chance they'll break the game for everyone.
The most effective ways I can see of making solo play viable are:
-Random games. Both sides are PUGs, though which team you're on is determined by faction alignment (or lack thereof, for a merc, though mercs can have contracts to fight for a specific side to gain additional benefits). This is open to click-timer gaming to all get on the same team from organised units and to griefing, but there's no real way around that and at least this way they're all listed on the FOB instead of being essentially invisible.
You can limit the number of "organised unit" players who can join a game if you want, but all that will happen is that each unit will have "orbiting" players that are not technically part of their unit in game terms but still part of their "community" outside the game and still on comms with them, so it wouldn't really help much except to make the game more confusing for the non-hardcore players (who you don't want to discourage because they will be the majority of the player base and because if you do they will never become hardcore players).
-Solaris matches.
Edited by Captain Hat, 08 February 2012 - 03:20 AM.