124313-team-play

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I really love the game. It really fits on how an MMO should look. Beautiful worlds, awesome characters, and just plain fun. The only thing I wish could change is team play. I come from the way city of heroes played and when you got on a team of friends and/or strangers. You just knew what the mission was and where you were going. I am not sure if this could even be fixed, but I figured it was worth the shout. Keep up the good work.
 
Peace Out
Koala Blue	
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Long Live Atlas Park 33, friend.
 
I don't think a free and navigated Mission system could be feasibly implemented in WS.  CoH's instanced mission system was super friendly to PUGS, especially since you could change the difficulty to compensate OR pick an enemy group that was weak to your team's power setup.
 
I don't know how WS could put anything like that in in a reasonable frame of time.  Might be an Apples vs. Oranges situation.  :(	
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What was really brilliant about CoH teamplay was the group size scaling tech, even more than the difficulty setting tech. In fact, the latter grew out of the former.
 
That meant no queueing and no pre-arranged times for group content. You spotted a friend online and started a group of two, and started doing content immediately. As more and more friends showed up online, or you ran into other previously unknown players who seemed nice, you just added them, letting the group snowball in size. When people needed to be off for dinner or something, you just dropped them, and picked them up again when they came back online - there was no hinder in keeping up clearing content just because you suddenly were one group member less.
 
CoH was really the most casual group-friendly game ever.
 
Now, to bring it on-topic, imagine if WS had a baker's dozen more shiphands, with a CoH-style risk/reward setting...	
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