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Balance Cw Populations Via Logistical Mechanism


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#1 Theaus

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Posted 04 February 2015 - 08:57 AM

Hypothetically lets say the IS needs 12 mechs to defeat 10 clan mechs. Or to make the math easier 2 IS mechs for every 1 clan mech. Now if we let IS pilots drop twice as much on a planet in a given 24 or 8 hour period that would have a desired effect; but would hardly reward skill or good tactics. If, on the other hand, we said thatr each pilot had; again as an example 20 mechs to give to a particular planet during an 8 hour window. Then that would force the player to try to conserve all their lives as long as possible; and then if the population needs balancing you can give either side more or less mechs for their pilots to use (for a given amount of time and for use against a particular planet).

#2 Davers

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Posted 04 February 2015 - 09:05 AM

But PGI's goal was to have 1 Clan mech = 1 IS mech. Why are you laughing? No, I'm serious. Stop it!

Ahem. The entire game is set up for 12 v 12. If that doesn't work then they have to completely redesign the back end of the game to allow asymmetrical matches- and I don't know what kind of mess the Solo queue will be. Maybe a complete segregation of tech?

#3 Theaus

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Posted 04 February 2015 - 11:17 AM

I'm not talking about changing 12 v 10. I'm talking about either 48 mechs with respawns for IS vs 40 for clans or make it so that within an 8 hour window on planet whatever that each pilot is only allowed a certain number of mechs (or drops if necessary)

#4 Davers

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Posted 04 February 2015 - 12:15 PM

View PostTheaus, on 04 February 2015 - 11:17 AM, said:

I'm not talking about changing 12 v 10. I'm talking about either 48 mechs with respawns for IS vs 40 for clans or make it so that within an 8 hour window on planet whatever that each pilot is only allowed a certain number of mechs (or drops if necessary)

isn't that just another way of saying the same thing? It's basically saying every Clan mech is worth an extra 10 tons over an IS mech.

We will have to wait to see what PGI considers 'Logistics' for Phase 3.

#5 Voodoomancer

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Posted 04 February 2015 - 08:25 PM

10v12 I agree - isn't it lore that Clans operate in stars of 5 mechs? You could make it 2 Clan stars vs 3 IS lances, which gives you a lore basis for the asymmetry.

#6 slide

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Posted 04 February 2015 - 08:34 PM

10v12 has been asked for since the clans were first announced 2 years ago. I still don't think we will see it.

What your asking for (limited mechs) will just be got around with alternate account so it wouldn't work as you see it.

If you wish to buff or nerf teams with out changing the number of players simply give 1 team more tonnage.

For example IS (300 t) vs Clan (240 t or IS (240) v Clan (180)

#7 Theaus

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Posted 04 February 2015 - 10:24 PM

I'm trying to balance to the fact that certain factions could only support so many mechwarriors vis a vie their neighbors. Whereas now, only the number of pilots on a side is there only limiting factor.


#8 Tarogato

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Posted 04 February 2015 - 10:33 PM

I see what you're saying, but your delivery of the idea was rather lackluster, hence the above confusion.

If I understand you correctly, you mean "Since Liao is rolling through Davion due to population advantage, Liao pilots should only be allowed to drop in x matches per day, and Davion pilots get to drop in x + n matches per day."

Flesh the idea out some more. I don't expect it to be well received, but I'm curious to hear where you're going with this.

Edited by Tarogato, 04 February 2015 - 10:36 PM.


#9 Kjudoon

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Posted 05 February 2015 - 04:27 AM

We can do uneven matches in private matches... why not use that as a basis?

#10 Theaus

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Posted 05 February 2015 - 07:44 AM

It would be nice if they could keep the current 12 v 12 dynamic as that would require the least code work. And that means either limiting the tonnage, number of respawns, or the number of times a pilot can drop on a given planet in a given period. So discuss options within that framework.


#11 BruteForceLeader

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Posted 07 February 2015 - 04:41 AM

limiting the number of drops is one way to tackle the population problem
not sure if it will work.

but some ideas about the population problem

imho the population problem is based on the facts

1. that CW isn't the comunity it's a top players leauge
medicore players like me can only do CW matches when assembling a 12-man faction group with a decent droplead and meet a similar enemy without geting *****. as getting ***** isn't "have fun" most of the comunity don't participate very often in CW

2. the elite merc corps are not fighting each other
every time the faction bonuses get changed the merc corps gather at a new faction, but as true mercs they always gather at the same faction so they don't fight each other.

solution:
I got a funny idea for point 2.
a) make a difference between House units and merc
B) dynamic bonuses for merc
explanation. each faction get a limited amount of bonus they can hand out to their merc's if 300 merc take contract with Smoke Jaguars an 100 with kurita the Smokies merc's will get X/300 Bonus, Kuritas merc's will get X/100 Bonus
so there wouldn't be any benefit in all merc units joining the same faction => they won't and naturaly start to fight each other
(When they do start logistics maybe that X may become something to improve by raiding missions or something like that)

for point 1 i got two ideas
1st sweeten the pot: MM should notice that some matches aren't "even odds" and unlock rewards for the underdogs like a "hold that line, keep em busy"-reward for making the enemy work hard to get his "free win"
losing team: Match time / 30 * x C-Bills and * y LP
winning team: (30 - Match time) / 30 * x C-Bills and * y LP
or something like that

2nd storm in and conquer CW
CW is great fun if you don't run into a far better 12man.
If average players do CW the odds of running into a better 12man are getting less.
If you still get ***** too often get on your Factions main TeamSpeak server gather a 12man and learn Teamwork.
Hell we even won against one of the top units one time with an adhoc-12man on TS.
B) okay only once. Got ***** by them a bit more often.

What about the top units complaining that joe average is losing their battles and their wins get meaningless?
F*** off. You already got your fun **** the PUG. I paid hard earned money for that game and i wanna play too. If you have to cry because joe average is playing the same game as you... buy yourself a teddy bear.





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