Russ Bullock, on 16 September 2014 - 09:33 PM, said:
These responses sum up my greatest concern for CW viability long term.
If it is anything less than 12v12 and perfectly balanced all but the very most diehard will gravitate to the Clans to feel dominating, or stop playing.
Remember BT 3025 was just IS, much easier.
We have a very difficult task ahead of us but we have a chance of doing something really special. I know many are passionate about 10v12 as am I at heart. But I have great concerns that it's viable in an online competitive computer game.
And I have to disagree, weapon balances do work, they have worked in games since the first game. All we need is the collective will to make it happen. Don't take this as I am going to nerf clans more thread, we have a couple things lined up first like IS Quirks which is really the same as saying buffs if you use them right.
Tough problem but we can get there
Russ,
I suggest you guys simply switch to BV mathmaking, as it would solve a whole lot of current issues, would allow for 10v12 and is technically easier to implement than matching by weight class.
You have two "hard" limits for number of players in a match:
- upper limit (max. number of players) is technical in nature, depends on processing capability of the server and rendering capability of the client. Let's say it's 24 players per instance, which is what we have now with 12v12 (so we know that it works).
- lower limit (min. number of players) is financial in nature, it's the smallest number of players per instance that is still financially viable. Let's say it's 16 players (8v8 that we used to have, just for illustration).
The matching itself only needs to ensure that total BV of team A is equal to toal BV of team B with all players taken from the same ELO bracket. It's kind of like dividing a pile of money between people - making sure that everyone gets equal sum (total value) is much quicker and easier than trying to give everybody same exact bill denominations, which may not even be possible. I.e. if you have $100 bill and 5 x $20 bills, splitting that equally between 2 people by value is a no-brainer, while splitting it equally by denomination is impossible.
This resolves majority of the weapon balancing problems, as better build translates into higher BV, which in turn translates into fewer teammates.
It also allows for uneven teams (i.e. 10v12).
Trial mechs become less of a death trap for new players, as they would have low BV and would end up either facing similar builds or having a numerical advantage.
Clan vs. IS balance becomes a non-issue - again, Clan mechs would have higher BV, so they will have smaller team.
Players that want to go for an "OP build" in order to dominate would face a choice:
1. Go for high BV, which will "eat up" large chunk of their team's total BV, so they have to actually "hard carry" their team.
2. Go for lower BV and split the "carry" responsibilities between more teammates.