Noesis, on 23 February 2014 - 01:42 PM, said:
NGNG comment about 3A-3H-3M-3L is useful to see but it still does not best represent the demographic as expected by precedents of BT.
We would expect to see less assaults and more mediums as best represented and is how the more "average" use of the tech is best applied and designed for. But I'm assuming they have suggested the above to allow for the ability to still sell as significant number of Assault Mechs. It is the most egalitarian perspective of player choice, but if so would need to consider from a design perspective that it might disadvantage other lighter Mechs like mediums as a result still.
I'd much prefer to see a system of 2A-3H-4M-3L, but the above suggestion will hopefully still be a big improvement from what we see in the current Meta. Which when you consider the overall potential range of Mechs to utilise would also allow for a better choice of sale of all Mechs where Mediums have a more abundant selection even if cheaper. So "potential" overall sales perhaps reflected better with a system apportioned to this relationship also.
The above format with fixed Mech numbers also exercises more constraints on the applied use of Mechs than the idea of at least having some flexibility and variable tactics with tonnage or BV which is less prescriptive. Perhaps it might be a necessary evil?
Another way of course might be to limit the extreme end of the scale so you can have say a maximum of 2 Assaults with tonnage restrictions but leave the rest open and flexible in the assumption it encourages more diverse use of mobile Mechs?
Any of those ideas are better than 3/3/3/3
The problem with 3^4 matching is that the spread between the high and low end of each weight class is very large relative to the spread they were originally discussing between the teams for tonnage restrictions. Tonnage restrictions also allow for scaling matches... so if the MM sees a surplus of heavy/assault players they can create a 960 ton/team game to push a pile of people into a match.
Also it was my understanding that only teams would have been restricted to tonnage limits in pug drops(was the last idea I had heard before the NGNG podcast). I don't see why that would be a bad model if you set a group's tonnage limit to 50±5 tons per player the team would then have to keep to a fairly moderate total tonnage and can't over or under drop. Yes, communication counts for a lot, but the most overbearingly painful losses happen when you get paired against 2 Steiner scout lances and your team is centered around mediums and heavies, and there's nothing to do but fight.
AND they could add in that teams over certain sizes need premium time to form up (maybe over 3 or even 2) or to form private matches. Add in a symbol on the game score board, so you know when your facing a team... take care with these chappies and/or focus them first if you see them. They could do a lot of things to help sell "group play" and profit.
Final thought, the lack of support for group play has stifled group play in a team game, their metrics are intrinsically biased already and making decisions based on them is awful.
Edited by Prezimonto, 23 February 2014 - 02:43 PM.