Jump to content

- - - - -

Private Matches


No replies to this topic

#1 Bryan Ekman

    Creative Director

  • Developer
  • Developer
  • 1,106 posts
  • Twitter: Link
  • LocationVancouver, BC

Posted 02 December 2013 - 11:53 AM

The goal of a private match is to allow two groups of players to challenge each other to a custom match of their own design and at their own leisure. We have identified a need from our user base for supporting competitive play between groups of players, and by guilds wanting to practice or train. They currently use 12 man groups and synch dropping to achieve private match functionality. Reducing the friction of this complex coordination by supporting the concept of two competitive teams engaging in offline competitions can be solved with private matches.

Creation

The process of creating a private match begins in the Front End UI. A player has two options, Public Launch or Private Launch. Selecting Private Launch triggers the creation of the Private Launch Ready Screen. If the match creator is also a group leader, he will bring his group with him into the private ready screen. If a player is part of a group and not the leader, they will first need to leave the group in order to launch a private match.

Inviting Players

When inviting a player, the match creator can do it 1 of 2 ways. First, the match creator can click “Invite Player” button and manually type in the player’s name. The second is to click a name on their friends list and select Invite Player. This alleviates the need to have a player on a friends list before being able to invite them. Anyone in the private match can invite another player, unless the match creator has locked the match. A match is unlocked by default.
A message is sent to the invited player, if they accept the invite they automatically join the ready screen. In order for a player to accept an invite they must have at least one `Mech readied and in a good launch state. If a player is inside a group, and not the group leader, they will need to leave the group first before accepting the invite. If the player is a group leader, they can accept on behalf his group which adds all of the players within that group to the ready screen. If for any reason a player fails to receive or declines and invite, the invitee should be notified of the reason.

Private Ready Screen

The ready screen allows the creator to invite or remove players, organize them into lances and teams, assign leadership roles, and customize the match parameters. Moving players around should be easy, ideally by dragging them from a list of unassigned players into team A or team B. Once on a team, players should also be able to self-organize, unless the match creator has locked out player organization control.

Basic Match Parameters:
  • Game Mode (Skirmish, Assault, or Conquest)
Premium Match Parameters:
  • Map
  • Tonnages Rules (Min, Max)
  • Even Teams (Yes/No)
  • Match Time ([5-25] mins)
  • View Mode (1PV, 3PV, or Both)
Launching


Once all of the conditions for launching a match have been achieved, the match owner can elect to trigger a launch into the game. Since there may be a limited number of dedicated servers available for use as a private match, a queuing mechanic needs to let players know their estimated wait time before the match is kicked off. The queue should be sorted by first come first server into two tiers. Premium Users and Basic Users. Within the premium user queue, matches are ranked and order based on their aggregate Premium User Score. This is defined as the sum of all players current active premium booster time left.

Premium Match

If the match creator has a premium booster (details forthcoming), they will have access to the premium ready screen options.

Note: Any numbers or words found with [ ] are for demonstration only and subject to change.

To provide feedback, please follow this link to the official feedback thread: http://mwomercs.com/...tches-feedback/





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users