1. Inter class (e.g Medium vs heavy)
2. Intra class (e.g cicada vs shadowhawk)
3. Intra chassis (e.g. spider 5V vs 5D, less serious but still dullens the game)
The reason that CW will narrow variety further is that there will be peer pressure. The stakes for winning games will be higher, so team mates are likely not going to tolerate mechs that deviate far from meta. I know a quirk pass is coming, and maybe this will help a little, but mech performance is often baked in deep in terms of hard point positions, hitbox sizes and not forgetting tonnage. Other incentives are needed.
There's been a fair few discussions lately about the trade offs between class percentages vs match making speed, and also class restictions vs matched tonnage vs battle value. But I have a couple of thoughts on how to mix things up without fiddling the current balance or queue restrictions.
1. Queue proportion bonus - Tackling inter-class variation, we currently have data for what proportion of the queue is dropping in which class. When the spread is too severe, I propose a bonus (or penalty) for the under (or over) subscribed classes. Bonus could either be straight cBills, token MC, or gameplay adjustment. Along the lines:
Queue proportion <15%, then have:
+5% cbills
OR 2MC
OR +5% to top speed, radar range, rate of fire
Small, symbolic tokens like these may be enough to level the percentages a good deal
2. War weariness - Give each mech a 1 hour cool down period. If the player opts to use the mech again in that hour, apply a gameplay adjustment along the lines -5% top speed, radar range & rate of fire. This could work especially well in CW and add an extra layer of immersion. It will soften the impact of the all-meta team, by encouraging people to spend a game or two away from their DWF-PRIME
3. People's Militia - At campaign level in CW, have a bonus that reflects how much a factions populace is behind the war effort. Not yet having CW, it's hard to say what the bonus should be, but it would be triggered by tracking the number of different chassis used each game or over the course of a day. From an immersion point of view, high variety suggests more rag tag support, rather than optimised state armies.
Edited by 5LeafClover, 14 October 2014 - 04:42 AM.