i would like to propose a change to the quickplay mode and the matchmaking system, so we have blocks that are easier to tune and balance together
part 1: matchmaker
for matchmaking, only thing that decides is the player rank (tier, experience)
- by hitting the quickplay button, matchmaker looks into the pool of players looking for match and creates a X versus X (12v12 currently, but can be anything) match of similarily ranked players and launches the match
- (purpose of matchmaker - create balanced composition of similarily skilled players for the match)
- then, in the match, the game mode mechanics take over, player chooses a mech/vehicle/suit and plays
- (purpose of game mode - create equal field for all players participating in the match and give them same options)
- depending on the contribution to the battle, player is rewarded and his/her rank goes up or down, this is reflected by the matchscore and fed back to the matchmaker
- (purpose of matchscore - tell the matchmaker how the player can contribute in respect to the rest of the team so the further matches can be balanced for him/her)
part 2a: game mode in general
reasons:
- your mech choice should be suited to the map and mode (not pick mech first)
- your contribution (-> rewards) largely depends on the tonnage, so everyone should have even ground (of course quirks, weapons and equipment should reflect this)
use the things that are already in game
- when you hit quickplay, matchmaker matches you with similar rankings
- you vote for map (optional)
- you join the map, you are offered 3 spawn locations (can be different), all your mechs + trial mechs and 120 tonnage pool
- you choose mech with weight not more than tonnage pool and a spawn location
- your mech is dropped and its tonnage is deducted from the tonnage pool
- you progress through objectives on the map, possibly enabling new spawn locations
- after the mech is destroyed, you can choose another mech with tonnage not more than the tonnage pool and a location when he spawns (dropship comes, no weapons, or can be a mech hangar)
- at any point in time, you can click to "give my remaining tonnage to team", this will move your tonnage to team pool (which is 0 at start) and anybody can use it up to reinforce a mech over their limit (so you should have good communication before you do this)
- you go to the mech hangar and choose to repair the mech, mech is a hbk at 73%, (1-0.73)*50 tons = 13.5 tons is deducted from your tonnage pool (if available) and your mech is repaired to 100%, you can do this only once every 1.5 minutes (repair all or cannot repair destroyed? choose what to repair? etc)
part 2b: specific game modes
examples of how existing game modes could be changed and played out
rules:
- all modes need some background information on the objectives to accomplish
- there must be alternative objectives
- there must be some randomization in the objectives so you cannot create a routine strategy
- you drop in light mechs to scout the area and create a strategy for the game
- or you drop in mechs that can hunt the light mechs well, etc (metagame), you can discuss this before the match starts so you have best synergy with rest of the team
- once you identify the critical points for match success, you decide what mechs would best for the situation and coordinate the reinforcements with your team
- depending on your remaining tonnage, you can leave a backup plan if things go wrong
domination game mode:
you need to transfer some data (intelligence report) before your enemy does
- at first, you need to gather the information (get into range of specific things on map and identify them, randomly placed (for example 6 out of 50 possible locations) and not shown on the map)
- only the mech who has identified the objectives can uplink the information (is required in the zone)
- there are 3 randomly functional (50%, 70%, 100%, affects transfer time) hpg stations to uplink the data, one inside a base (few walls) and two in the open, spread over map (all in 3 out of 9 possible locations)
- you can use one hpg station to jam another one hpg station
- you only control the hpg station when there is only your team in the zone
- you need full 20 seconds of uninterrupted transmission to transfer one piece of information
- once you transfer all there is to be scouted, you win
- if the timer runs out, team with most information transferred wins (in case of draw, least tonnage used decides the winner)
conquest game mode:
you need to gather resources to found a colony
- mining platforms spawn in random 10 out of 30 locations, each platform has a random 150-250 resources (that you can scout)
- once you get into a range of the platform with no enemy, after 10 seconds lands a small craft to start gathering resources
- if enemy gets into range with your team inside, the personnel gets aboard the craft and gets ready to leave (no resource generation)
- if enemy leaves, personnel continues to gather
- if enemy stays and your team leaves, the craft flies away
- each team has 2 crafts at their disposal (they are indestructible, but can gather max 2 nodes at one time)
- by shooting at the mining platform, its resource generation is halved for 5 seconds
- first team to gather 750 resources wins
- at time-out, most resources win (in case of draw least tonnage used)
part 3: match score
to create balanced matches, the matchmaker needs to have an accurate metric of the player contribution to battle, currently match score reflects mainly damage
proposed rewards to measure player contribution (match score):
- reward for sharing information: hold lock on targets that friendly mechs target -> cbills and exp per mech per second, bonus if they take lrm damage
- reward for killing mech: deal X% of damage that was required to kill the mech -> get X% cbills and exp of the mechs worth as reward
- reward for salvage: mech was killed with Y% remaining -> get X% of Y as a cbill and exp reward for your contribution (=> get super reward for headshot on 100% mech)
- reward for taking damage for your team: take damage from a mech that is under fire by your team -> get cbills and exp for every point of damage, bonus if more such mechs fire at you
- reward for distracting the enemy: make enemy turn his back to your team (has you in field of view) -> cbills and exp rewarded every second, bonus if the enemy takes damage or locks you
- reward for preventing damage: shoot down missiles -> get cbills
- reward for saving an ally: if the enemy was firing on your ally and then the ally is not taking the damage anymore and you get the reward for taking damage for your team or distracting the enemy or killing the mech -> get cbills and exp reward for saving your ally
- reward for aiding with or completing map objectives -> get major cbills and exp
thank you for reading
edit: created part 2 as it is relevant to the topic
edit 2: created part 1b for example of the game modes
edit 3: restructured the OP to be in more logical order (1. choose match -> 2. play match -> 3. get feedback for choosing next match)
Edited by happy mech, 03 April 2016 - 08:29 AM.