Nightbird, on 10 June 2018 - 07:00 PM, said:
Maybe if I asked a different question
a ) Suppose you're dropping in a strong team of 8 winning most of your matches in 12vs12 by rolling your opponents 12 to 0/1/2. Would you enjoy a scenario where the MM created a 10vs14 match to challenge you?
b ) Suppose you're in a group of intermediate pilots, losing many matches 0/1/2-12 against the strong teams that roam QP GQ. Would you enjoy a scenario where the MM took that into consideration and put your group into a reinforced group of 15 if your opponent is a strong team of 9?
I can see what you are getting at here and believe I'm understanding it.
Still not too keen on having two differently sized teams in a match facing off regardless of skill difference.
For quick play, the tier matching should be working to try and get two teams of approximately the same skill fighting each other.
With the groups it should be using an average but overall it should work out the same.
Where it feels like it gets let down is when there is simply not enough people playing in a particular queue to make the most balanced match it can.
That's not to say it would prevent a stomp, we only need to look at things like the MRBC or WC matches to see that it can still happen where the skill level of both teams should be fairly equal. Maybe more so.
So I'm going to disagree on the option to have uneven team sizes as I feel this doesn't address the primary issue of 'not enough players' which affects wait times and then impacts on matching up teams that may not be as evenly matched.
Hence pushing to allow teams to shrink on both sides in an effort to tackle the wait times and look at the flow on effect for matching teams by skill and see if that improves.
Faction Play being more of an open slather can't have (due to population), and maybe shouldn't have, the matching by tier.
But it could benefit from allowing reduced team sizes to again tackle the wait times.
That said, I could see a bit of an incentive put in that might be beneficial for the inexperienced players which is to provide a bigger reward.
A bit like a bounty system really.
The tier is meant to represent our experience level, not really skill though we might be able to determine another value using tier * how long it took to get there..... maybe.
Anyway, if we matched up a lance of Vets who's average tier in the group was 1 and they fought a lance of trainees averaging tier 5 we could assume a very one sided battle so providing the more inexperienced team with a bonus equal to the difference might be something to consider.
eg:
Subtract the average tier of each group from each other.
Team A, tier 1 - Team B, tier 5. = -4. Make that a 0% modifier so the team isn't penalized but simply paid to complete the mission and that's that.
Team B, tier 5 - Team A, tier 1 = +4. They get a 40% modifier (just a figure I've made up) for literally being thrown to the wolves.
Could chuck in a bit of immersion around that with a pre-mission briefing for fun:
"A veteran lance of enemy mechs had dropped into the vicinity. You're all we've got to hold the line so I don't care what you smell, get in there!"
etc
etc
Nightbird, on 11 June 2018 - 04:07 PM, said:
Any comments on one queue Solaris?
Could do something similar.
Even with the smaller team requirements it sounds like it is still hard to get a match.
I mean.... 14 queues?
So, given the mechs themselves have ranks/tiers it could be combined into a single queue and have that same payout bonus.
Feel ballsy enough to take your rank 7 mech against a rank 1 mech? Well, if you do well you could get 6x times the payout.
Think I'd like to see a free for all option added.... the battle royal/king of the hill.... open play to drop in and out of a match and winnings based on time survived as well as the other bits.
Not that I play Solaris but that's my take on it.