Posted 27 April 2014 - 10:42 AM
OK so I tried to read most of this thread, it got a lot harder when Craig Steele started posting, so I just stopped reading what he 'said', completely honestly, what he posted was exactly as written, "lots of words that mean nothing".
Never seen any posts like that before, least not so many.
Now onto business. Personally I always had a simple concept for what the system should do as best as possible. There was 3 guidelines I had in mind, should I had been the one to make it (and of course I did not, just my thoughts).
I always wished that there would never be a limit to the size of mechs, that's just moronic. What I always wanted (and we once had) was weight balancing. I remember back in the day, each team would have 1-2-4-1 vs 1-2-4-1 (example), and it was nice! I loved that, not only was there this chess like mentality that I could use, it gave a huge purpose for mediums and smaller chassis for mechs (although the Locust would still be useless). The chess mentality was how it may be worth 2 mechs to take out the last light mech, this would give you and maneuver advantage and it was more complex then the ball vs ball concept we have now. It made mediums better, as well as the Cicada, Dragon, and Awesome, for the simple reason that those mechs allowed you to "cheat" the system. In a 2v2 light fight, it was quite even, but adding a Cicada to one side vs a real medium Cent would give your lights an advantage while giving their heavies an advantage, it also made mediums better indirectly for the reasoning I always held close. If you can do it in a heavy, but you can make a small sacrifice (say minus 2 tons of armor, 10 KPH, and 1 ton of ammo), then you would help your team by forcing another medium on their side, while you yourself were very similar to your heavy design, giving your team a heavy advantage.
It was more calculated and thoughtful before. It was better designed. But wait there is more!
Another thing I always wanted was ELO balancing of some kind. Truth be told this is the one I cared about the least, but it would be nice to have some skill-skill connection. I once said, it would be nice if there was an ICEFANG on our side (ie me) and there was a ICEFANG-skilled enemy mech, who does not have to be a light mech. It would add a degree of skill and unpredictability to the weight balancing above.
Lastly (this is two parted), I always watned there to be a premade balance. One side would have X players with (12-X) pugs and the other side would have X players with (12-X) pugs. X could be any number from 2-12, and perhaps yes or no, depending on what would work best, there could be multiple premades on each side. I never understood why a 8+4P vs a 8+4P would be a problem, assuming these pugs would be happy playing in this group. That brings me to part two.
I also wished there was 2 queues one was, as COD put it, "mercenary" (only single players "pugs") and one was group with PUGs. This would be similar to the 2 we have now really, it would let people play the 12v12, it would allow the 5-11vs5-11, it would allow people to avoid premades altogether, and it would allow people to drop with whoever they wanted. Of course there would also be a private match thing where you could make your own games, this would not be limited in any way, and would not require premium time (why is this a thing anyway?).
Now, I dunno how many people we actually have, and splitting the people up so much may not work, but this would make most mech sizes and chassis viable (except the ones that have a poor design feature), it would (ideally) have a similar skill set to both sides, and it would allow people to play the way that they want. I can't think of any better way to do it, provided the game had enough people to fill it.
Now pass me some popcorn.