Spleenslitta, on 16 August 2016 - 09:40 AM, said:
Whoa...you want to have teams in Solaris? Solaris was always about the gladiators capability to scrap anyone in their sights through sheer skill....alone.
With free for all Solaris the MM don't have to worry at all. Throw the MM out the window, spray it with kerosene and set it on fire.
12 or 24 players are selected and thrown into a match. Done. MM not needed.
When I was loremaster for CWI, I'd host 2-3 Trial of Bloodright competitions each year, trying to remain as close to the lore as possible. The slots to compete were given to those who met the minimum requirements and were on a first come, first serve basis, however the last slot was always given to the winner of a Grand Melee. I've had lots of experience hosting large FFAs and 1v1s, in addition to participating in many of them.
What makes for good entertainment in the actual Solaris world does not necessarily make for good entertainment in a video game. FFAs are basically nothing more than a giant dice roll, and 1v1s are not really as exciting as you think, often coming down to which player decides to out-meta the other player.
2v2s, 3v3s, and 4v4s aren't that much better, as it's really just 2 death balls charging at each other, and we can already see this in the scouting mode of FW, where the team that sticks together and fights as 4, usually will win the match. There's no incentive for small teams of 4v4 or less to split up and take any form of map control.
Once you make it 5v5 however, map control starts to become important. You can try to death ball the other team, but the additional firepower of that 5th player makes it very risky, as 5 players providing overlapping firepower from different positions can easily focus down a death ball push if they know what they're doing.
Basically, when it comes down to team sizes, here's generally what contributes the most to winning a match with various sized groups:
1v1: Mechlab/Meta Knowledge
2v2: Mechlab/Meta Knowledge
3v3: Sticking Together + Focus Fire
4v4: Sticking Together + Focus Fire
5v5: Map Control + Teamwork + Focus Fire
6v6: Map Control + Teamwork
7v7: Map Control + Teamwork + Practice
8v8+: In-Depth Strategy + Teamwork + Practice
The problem with anything below 5v5 is there's very little depth, which makes for a very poor viewing experience, and would get very stale for the players involved (ex: do you feel scouting mode in FW offers exciting gameplay?) The problem with anything above 6v6 is there's too much depth, to the point you really have to practice in-depth strategies with the same players, making it less accessible for those who wish to drop solo.