Right now, the game operates with a straightforward one to one matchup between opposing sides with attrition and ranged weapons.
This means that barring exceptional occurrences, advantage mounts over time. So in a sense the most important part of any match is to get a combat advantage early. We can talk about role warfare, and it has same applicability but by and large roles are secondary to the harsh math. Advantages increase exponentially, this is something known as "Lanchesters Square Law".
Essentially, as two forces engage any advantage incurred tends to disproportionately swing the balance of power. Which tends to cause more casualties on the disadvantaged side, which increases their disadvantage, etc ad stomp.
The Math looks like this:
12 on 12, Each Mech is exposed to approximately the same amount of firepower say a 1:1 ratio.
One dies
12 on 11, the first team is now exposed to about 1/12th less firepower, while each mech on the second team is now exposed to 1/12th more in addition to what they were originally faced with. So the firepower is now 1.09/0.91
So the first team has an easier time getting that second kill. Which will only compound. This reinforces the static battle-ball of death to ensure that fire is indeed concentrated and discourages true role warfare.
So as matching gets better, and fewer matches possess outliers and exceptional situations the game will tend towards a status quo where most matches ARE facerolls. The better the matchmaking, the higher the percentage of facerolls.
This is an inevitable product of the decision to allow each player one life. As a result, most combats between well matched teams will result in FACEROLL-esque stomps based on which side established the advantage first. So matches in MWO come down to "Which side has a dumb **** Die first", or more blandly the first 30 seconds or so of actual combat.
This is frustrating because poorer players tend to engage first, and they tend to be the ones to die first, so they experience the game at its most even and the better players live longer, and are exposed to more disproportionate firepower. IE The better you are at MWO the more you are punished with even matchmaking. Better players are exposed to higher discrepancies of force, for longer. This truth = Frustrating game the better you are, the more frustrating it gets.
There is a way around this, but it's controversial.
Respawns!
So that even as one side is "Winning" the relative force strength stays the same and the other side can at least enjoy COMPETITIVE gameplay while losing.
Most of the problems with the combat model are resolved if we introduce respawns, The forces stay on an even keel throughout the match, allowing more strategic play and more competitive outcomes.
It can even work with simple skirmish rules. First team to an arbitrary amount of kills wins, punish death with a respawn timer (allowing the other team to "Dip into" the advantaged state but not really get it rolling), you could even add more nuance to it and add a progressive timer to discourage overly aggressive play. First death 20 second respawn, second death 40 seconds, third and all subsequent deaths one minute. This would also reinforce the aspect of mobility (getting from spawn to the battle lines would incentivize light and medium play) but also role warfare.
Yes you still will end up with uneven outcomes, you can easily have one guy just dies constantly. However even in those matches you as a good player wouldn't be punished. You could spend the whole match on one life, and scratch out a modest contribution against peer level forces instead of just facing down a 7-1 battle ball and melting in seconds. More importantly though, a stomp in terms of score would be the result of an actual flaw in matchmaking, as opposed to the current situation. More even teams would have more even scores.
I urge all of you to read up on Lanchesters laws, they are extremely applicable here.
I don't like the conclusion that the game requires respawns to play better (I'm a RP nerd) but the fact of the matter is that keeping it at 12 x 12 throughout the duration of the match is mathematically sound if you want the matches to feel and play more evenly throughout their whole duration.
http://en.wikipedia....hester%27s_laws
http://www.designers...the_numbers.htm
Edited by Gierling, 30 January 2014 - 12:56 PM.