Grisha, on 01 July 2014 - 05:04 AM, said:
So here's a few thoughts....
1. Set a standardized drop weight, Somewhere around 55-70 tons per person. So the team one moderator sets it and then what ever the team sizes are that's the weight it is. (reason: trying to match tonnage on the fly can be frustrating and time consuming.
2. Set up a standardized map rotation. (reason: lessen the time between drops, everyone has the list and can plan what potential mechs they want to bring to what map earlier in the day).
3. Randomize the teams at the outset, but ensure at least one able in-battle leaders are on each team. While I like to help with the lobby and invites, I know I suck at actually leading a battle, I tend to get distracted by what I am doing and forget to actually call the battle. But we do have more than a couple of guys that excel at calling the battles. There really needs to be one on each team. and if there are more than one per team, they can alternate battles.
Also, I believe that splitting single unit team members up as much as possible is important. My unit has a lot of people that participate, we have players of all skill ranges and that at times can weight a battle in either direction. I also know that there is no way to completely avoid this. So I'm not sure how to balance the teams by skill. I do kind of like the alphabetical team picks but other than that I don't know.
I believe we can solve some of the chaos if we devote some brain cells to this and come up with a general consensus and actually implement them into the rule set. I know we want to keep it as simple as possible with as few rules as possible, but we have to speed up this process of drops or it will stagnate as people experience the delays.
Grisha
1. I agree with a standard per person weight tonnage limit (creating the team limit). However (personally speaking), I actually don't mind a few off tonnage matches. I recall last week we ended up with an all Hunchback fight vs whatever the other team wished to do. I don't believe we match tonnages all that much. Was a lot of fun! As long as things are close, I don't see much problems.
What may be actually more helpful is if people "sign up" with a certain mech. They use that mech for the whole even, and tonnage balance be ignored. This could create some rather interesting matches, particularly if you have (team captains excluded) the person with the best "match result" (be that damage/kills/etc, determine what this is) be shifted to the other team. This should help balance skill levels (as theoretically the "best" player would be getting bounced from team to team, creating a lot of variety). Then, we also don't have to worry about tonnage balance, as that person is in an assigned mech(s?). Yes, the "better/winning" team would have an increased challenge, but that is the point. Eventually the deck will become so stacked against them they they would have to lose (or show just how amazing they are), and the team balance would start to shift into the other direction.
(Matching tonnage was difficult at times. Though I only have my 50 ton 4J to bring, other people kept jumping mechs to balance, only to find the other team changed tonnages again... creating a series of "You match me. No you match me. No, you match me!" events.)
2. I don't mind a map rotation, but I kinda don't like people having the power to "pick the best mech for this map". It doesn't feel very "lore" correct, and we are playing to lore. Are we not? Either random maps, or losing team chooses. (Or mass vote/desire to play on a certain map.) Only ones that should be able to "pick a mech for the map" I feel should be the Clans, as they could quickly change mechs that easily (literally the same mechs, just with different weapon pods tossed in). (Once more, this is my opinion and feelings on the subject.)
3. How of the questions that seems to be presented is, how do we randomize the teams? How do you determine who can be a good battle commander? Who should lead a group, and how do you determine their team?
I have no real answer for these questions. As far as team randomization, we could always have "team captains" pick, like how they did in school. This could/should/might help to spread known player skills around, as those known from previous SMM's (or just captain knowledge) would probably be aimed to be picked first. (Probably not the best idea...)
Could have teams assorted by order of arrival. Not everyone will show up at the same time, and a group of people showing up at the same time would become split up, one on each team.
If you are asking for people to provide their concept of their skill levels, either you will invite an egotistic response (I'm really good at the game!), a bashful/blusterous response ("I'm probably about average to below average", ends up being "I'm wrecking everyone and I'M SO SORRY!), to a complete miscalculation/unknowing of one's personal skill level. (I fit into the bashful response. I know I'm good with LRMs... but I do still consider myself an average player.)
Personally, I'd love to see some lance commanders/company commander type roles start to fill out over time. However, with the current size/organization of this event, I don't see this happening. (This is probably more for organized 12 man play, not for SMM.) It might even be interesting for people to form teams ahead of time (loosely) and try to learn to work together with your teammates to improve as a whole...
One of our problems this Monday was how often players seemed to drop out, normally without even saying anything (that I could hear). This also caused some of the team tonnage balance wars and delayed the next drop even more. Don't know why they dropped, or what happened. However, it did seem to slow things down a lot overall from my observation. (I do think that placing a player rotation to cycle players from one team to another over time will help solve some of these issues, as then things should eventually balance out/shift as far as skills, wins, etc.)
I will mention, this is from my perspective and opinions. Just trying to provide feedback and thoughts into the concept/discussion.
SilentScreamer, on 01 July 2014 - 05:08 AM, said:
Cappellan Confederation modification of UR-R60. It does not have its own designation but is mentioned in technical readout 3050 as the precurser to their UR-R63. It is listed on Sarna.net as "machine gun variant".
http://www.sarna.net/wiki/UrbanMech
And now I know. I did not realize that there was an Urbanmech with that weapon configuration. The urbanmech really should try to find a place within this game... Even as a free one mech starter mech. Could have 2 energy hardpoints, 2 ballistic hardpoints, and 2 missile hardpoints, be a one of a kind mech, and could be mastered by itself/can't be skill leveled...
Would be nice if CW dealt with Stock mechs only, with real money mechs (I mean, you paid for them) being in your mechbays, and everyone starts with an Urbanmech, using Loyalty points to upgrade mechs from there...
(And now I'm way off topic...)