The Status Quo
The current system with all constraints it needs to factor in seems to be in a state where further improvement is only possible if the constraints are traded off for each other.
Also as some people pointed out during the last two days, maybe the root of the problems is that the currently used Elo system isn't the best fitting solution to begin with:
For instance Russ himself pointed out that he never was awfully happy with Elo rank being determined by win and loss exclusively as it doesn't properly reflect how well a player did in a match or did not.
Then there were numerous posts in which people pointed out that Elo is a pretty superficial measure of a players skill with a certain weight class (or was it chassis? I don't remember anymore if there is a Elo per weight class or per chassis), but it doesn't reflect loadouts in any way and I think most of us would agree that even if two players are equally Elo ranked their specific loadout is very decisive for a match. In fact the closer the skill gap between two players the more important the actual mech loadout becomes in my view. So especially when two players have the same Elo rank the loadout begins to play a major role. In order to reflect this we currently only have weight matching, which is an even more superficial measure than Elo based on win/loss.
My Proposal
What I would propose is a complete rework of the system after CW is out of the door in the following fashion:
Matchmaking is done based on battle value and - in queues where it applies - game mode selection. This would remove the weight class constraints as a seperate constraint set.
Battle Value would be a combined measurement of the theoretical strength of a Mech (which includes it's weight, explanation to follow) as well as the player's skill with that chassis (or if possible I'd even maintain a skill measurement per variant).
I think that for good matchmaking both the player skill AND the mech loadout must be considered to get truely even matches.
How it Works (Player Skill Measurement)
Elo based on team win/loss isn't a really good measurement for individual player skill. But since the game is team based and not 1v1 it isn't possible to truely measure individual relative player skill. What we can do is measure absolute individual player skills by using the match score.
What I propose is to use the average Match score of the last X matches in a chassis (variant). What X should be is hard to say, it shouldn't be a complete history of the player's past matches but only recent match history.
In order for this to properly reflect the whole skillset of a player some modifications to match score are needed though:
It needs to properly balance the succesful use of NARC/TAG with the use of weapons in the respective slots. My suggestion is to attribute damage done by LRMs to both the LRM shooting mech and the supporting mech.
Not sure about this one: Maybe the Match Score should even include bonus points for the mech condition at the end of the match to reflect the player's skill at avoiding damage, but standing way back behind cover hiding away from the enemy shouldn't boost your skill rating. Not sure how to handle that yet.
How it works (Mech strength)
The loadout strength is measured in Battle Points:
Each Piece of Equipment (ECM, BAP, AMS,etc.. even Heatsinks and Engine), each weapon, module and upgrade and each ton of ammo has a certain Battle Point value reflecting it's impact on a mech's strength.
Armor is also translated into Battle Points.
The Battle Points of everything a mech has in it's loadout are added up.
This should reflect even a mech's weight since even ammo and armor have Battle Point values appointed to them.
How it works (Player Skill + Mech Strength = Battle Value)
The Mech's Battle Points + The player's skill score in that chassis (or variant if possible to track Player Skill Score per variant) results in the player's Battle Value.
The Matchmaker now tries to form teams of equal battle value, by adding as equal as possible to both teams from the gamemode specific queues where needed.
That is the basic idea. It sure needs a lot of maths and balancing to get it working but if it can be done I am sure it would lead to a lot better matches since it takes loadouts into consideration.
Reason for edit: My originally proposed idea of a changed Elo based on kills/assist cannot work, thanks to Ice Serpent for pointing that out.
Edited by Jason Parker, 08 October 2014 - 03:28 PM.