Of course, an issue here is that not everyone player both Clan and IS hence potentially leading to longer queue times.
So why don't you assign a value of 1.2 to Clan Mechs, and a value of 1 to IS Mechs.
Then for the match maker, to try to make the value of each team 12.
This will result in matches where if you have more clan mechs on one team, you would end up with one less or at most two less mechs.
Then take it from there.
Even if you don't have a complicated algorithm like the above, could you do something like the below?
7 clan mechs or more = 10 mechs on the team
3-6 clan mechs = 11 mechs on the team
0-2 clan mechs = 12 mechs on the team
It's quite a blunt tool, but I feel the current approach to the balance pass is a little too complicated.
Then when the new IS tech comes out, you only have to tweak the numbers a little since IS mechs are still a little weaker than Clan mechs.
Basically use numbers as opposed to complicated tweaking of mechs that have no basis to balance the game.
There are also other downsides to the current approach
- It will make it very difficult for new players
- It will make mechs very different to play even within the same chassis
- It will not necessarily solve problems given the benefits / ills of better / poorer agility is complex to predict - e.g. more experienced players will be able to better cater for poorer agility, new players could be stuck
Comments welcome...
Edited by Akaiyuki, 12 September 2015 - 07:47 AM.