live1991, on 30 April 2018 - 04:17 PM, said:
They should move Group Q to 8v8 to start off with:)
Sure.
I don't believe it's a major coding issue to setup and we really only need to look at the functionality available in the private lobby to know it's certainly possible.
Why limit it though?
If the system is flexible enough to allow different team sizes we get several benefits from it.
Not only does it assist in reducing wait times when the population is a bit lower, keeping in mind that this may not be overall population but also simply because there are so many areas to queue up for a game now.
If the system allows a match to run as a 4v4 because there isn't enough for a larger team
at that point in time then we can expect the result would be more matches.
If there is enough for 8v8, great.
Enough for 12v12, great.
We have seen from modes such as scouting and even things like MRBC how the experience changes according to the team sizes. Allowing different team sizes to form dynamically would reduce that sense of repetition and be a simple way to add more variety to both Quick Play and Faction Play. We have seen how quick play 12v12 does not really change from a skirmish mode, but what would a 4v4 Incursion match or Escort match be like?
What would 4v4 Siege be like?
What would it be like 8v8?
What would 4v4 skirmish with drop decks be like?
- Tighter match making for Quick Play
Smaller team sizes would hopefully mean getting matched up to players of an equal skill rating a bit more which would hopefully translate into more competitive and enjoyable battles for everyone. Stomps will still happen, but if you can get back into another game in a few seconds, it's easy to move on.
Note: Should matches allow for variable team sizes it should be based around the lances and this necessitates a change to group sizes.
Not team size,.
Groups.
This is for several reasons but looking ahead, limiting the group sizes does have some benefits, particularly around Faction Play.
- It means Scout mode can be incorporated into the quick play queues as an extra mode. Doesn't matter if it's not all lights and mediums, be fun to try it with an Assault.
- It also means that Scout mode can be merged into the Invasion queue which in turn may allow some interesting options to record Intel at the group level for different effects. ie. Group buffs for things like radar range, target locks etc.
- It's necessary so that a larger number of players are not left out of matches because there is not enough opponents within a reasonable time frame. Eg. If you form a group of 12 but there is only a group of 4 waiting as an opponent.
- For Faction Play it means we can look into making the groups all one faction. ie. No mixed groups.
That last point I want to elaborate on a bit.
Prior to the single front of Clan vs IS we were fighting for our individual factions. There was that sense of fighting for Ghost Bear against Davion, or Kurita or Smoke Jaguar etc etc.
We can get some of that back without splitting the queues by restricting the composition of groups to be from a single faction and putting a rule in the match maker that you cannot fight against your own faction.
IF the team size can fluctuate from 4, 8 or 12 players it's a win in terms of bringing back some of that faction identity.
It's also good to note that should a unit have enough players on to form a full team of 12 that even with a group restricted to a lance of 4, there is still that possibility of having a 12 v 12 conflict should there be another faction out there with enough groups to form a full company.
Add to that discussion how this might work for Loyalists vs Mercenaries and there could be some interesting options to look at.
Surely this is a good thing.
Not only can we get more matches faster, but we can increase the game modes available (scouting), diversify our game experience and develop new tactics and look into ways of improving the Factions.
Edited by 50 50, 09 May 2018 - 07:17 PM.