Nikolai Lubkiewicz, on 05 September 2014 - 10:37 AM, said:
10v12
We have come to the conclusion that, for the foreseeable future, this is NOT a viable option for MWO, here are some of the reasons why:- UI redesign of the pre-game, scoreboard and end of round screen.
- New rules for tie breakers surrounding the uneven team sizes
- Significant re-factoring of the match maker to develop team sizes that don’t match.
- 'Mech chassis tonnage balancing will no longer work.
- Elo will no longer work with 10 vs 12 team calculations.
These elements alone (not including other edge cases) represent at least several additional weeks, if not months, into refactoring and testing time before they would be ready for deployment. That is time that will directly impact the development and delivery of CW modules 2+.
But perhaps more importantly than that, if we went down this path the overall message to the community is basically “Yes your IS mech’s are weaker, but if you put lots of them together you might win”. This is not what we communicated to the MWO community as to our plans for the Clan mech’s and how they would balance within MWO.
Constructive feedback:
You will never be able to balance Clan vs. IS Tech, as the Clan-Tech will just through the fact that they can fit *more* weapons and *more* DHS into a mech stay superior. You would have to nerf Clan weapons
below IS-Tech by a huge margin to create parity.
This will never come.
What you can do, is to go the hard way and implement a mass-vs-quality-balance, as the proposed 10 vs 12. The reasons against 10 vs. 12 are - to be honest - excuses. You can and you should go this way, because there is no other option beside nerfing Clan tech into nothingness - which will destroy the game.
So, what can you do?
First: If you are not able to code the matchmaker that way, be honest and hire someone who can. Give him/her the data, let the coder code the new MM and test it out.
To the specific points:
UI: Shouldn't be a problem. Change the variables from 12 to 10 in the list, adapt the sizes, done. I honestly think, this is a matter of a single day of workforce. Or should be. If not - then something is wrong.
Tie-breakers:
Make it easy: If the same amount of mechs are standing, IS wins - other than that, the side with more mechs wins. No Tie possible. Done. Time to implement: 5 minutes
Match-Maker: Take your game data, review the average strength in specific ELO-classes of each mech and take this as Battle-Value. Design the Match-Maker to create similar BV-Matches. Done. Estimated time for first prototype: A week or two.
Mech-Tonnage: Irrelevant if you have the above Match-Maker ruleset. For 12. vs. 12, you take an average BV of all Clanmechs (added) of a 3-3-2-2 system (like: Kitfox-kitfox-kitfox-stormcrow-stormcrow-stormcrow-madcat-madcat-daishi-daishi) and look out for BV of an average 3-3-3-3 IS setup. If they are within a 10% margin - all good. If not: Tighten up the limitations for clan mechs even more, like for example: Maximum tonnage of medium-lance: 155 tons (so the clans are forced to take two novas and a single stormcrow)
Yes, it will complicate the setup at first, but it is still a rather fast way to handle and only needs one additional pre-check variable for each class, that can be build in quite fast.
ELO in 10 vs. 12:
Well, you have your BV now, ELO is just a multiplier on that value. Sure, you have to test it, but you can do that in the background.
What else can you do to motivate people to use IS-mechs?
Give them a C-Bill bonus for driving IS-mechs, while Clan machs will stay at the baseline. The bonus will depend on the chassis you take.
Edited by Thuata Dé Danann, 05 September 2014 - 12:52 PM.