ELO ranges from 0 to 2800. An example of brackets would be:
#1: 0 to 350
#2: 351 to 700
#3: 701 to 1050
#4: 1051 to 1400
#5: 1401 to 1750
#6: 1751 to 2100
#7: 2101 to 2450
#8: 2451 to 2800
So, a player with an ELO of 1550 would be in Bracket #5. For matchmaking purposes, the server only needs to know that he is in Bracket #5, and will start trying to match with other Bracket #5 players. If there aren't enough players in Bracket #5 to fill the team, the matchmaker expands the range to include Bracket #4 and Bracket #6.
For grouped players, the matchmaker should use the Bracket of the highest ranked player in the group to avoid the possibility of exploits. This would allow veteran players to take less experienced pilots with them to gain experience against stronger opponents, while preventing powerful teams from taking a single player with extremely low ELO to skew the team average and match them with weaker teams.
For individual player progression, this would change things up a bit. A player with an ELO of 1752 would regularly be matched against a player with an ELO of 2099, so they would regularly face more skilled players. For a player with an ELO of 2050, however, they would usually be matched against players with a lower ELO. As soon as a player transitions from one Bracket to another, however, the situation would immediately reverse. Rising to a higher Bracket would then match the player against more skilled opponents on a regular basis, and falling to a lower Bracket would match the player against less skilled opponents more often.
Calculating changes in ELO at the end of the match would be unaffected. Only the initial matchmaking would use the Brackets. This means that it becomes more difficult to increase your ELO at the high end of your Bracket, and more difficult to reduce ELO at the low end of the bracket. To avoid becoming completely stuck, I would suggest altering the scoring so that the ELO always changes by +/- 0.1 or something. Due to this, the starting ELO should not be at the half-way point. Instead, I think beginning in Bracket #2 or #3 would be preferable.
This would change the experience for players, but there is also a major benefit for the server: Matchmaking speed should be improved, possibly to a significant degree. The reason being that instead of having to take individual player ELOs, find players in a range around that score, average the team scores and try to match another group doing the same, the matchmaker would only need to consider the Bracket number. This should reduce the overhead for the matchmaker even with weight matching still in effect. With less time spent trying to match ELOs, the weight matching would have more influence, which should allow the tonnage deviation to be narrowed without creating unreasonable wait times.
Edited by Renthrak, 08 June 2013 - 12:14 PM.