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Advanced Matchmaking And Community Warfare


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#1 Macbrea

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Posted 25 November 2013 - 08:23 AM

So, currently the system works with the Elo to try and match you with equal Elo players. It doesn't compare tonnage at all when designing a match. Also, community warfare is going to have to deal with a fluid map of the inner sphere. Here are my following suggestion.


First and for-most in order to allow all players to feel like they are playing in an appropriate game the Elo system will need to be used. But, My suggestion is as follows:

This table assume it's trying to match a 1500 Elo rating game.
Number of PlayersTonsAverage EloClan Average Elo
120-100 1450-1550+25
240-190 1437-1537+25
360-270 1425-1525+25
480-340 1312-1412+25
5100-400 1300-1400+25
6120-450 1287-1387+25
7140-490 1275-1375+25
8160-520 1267-1367+25
9180-540 1250-1350+25
10200-5501237-1337+25
11220-5501225-1325N/A
12240-5401212-1312N/A



This will result in really good pugs vs not so skilled 12 mans. It will also result in the really good 12 mans having to play each other as they may not find star enough players dropping at the same time they are. This should cover the issue with random sized groups. It should allow everyone to be in the same queue.
Note: The game can be self corrective on the map by deciding that one side is allowed to be a higher Elo rating. For instance if it's a Kurita vs Mercs fight for a Kurita world the Kurita side could get a +25 bonus to their Elo allowed rating for taking back their world.

Edited by Macbrea, 25 November 2013 - 10:43 AM.


#2 Macbrea

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Posted 27 November 2013 - 07:45 AM

So, noone had an opinion on this one?





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