Much of the concerns center around 12 man being OP and not getting matched by skill/ability/win/loss whatever scoring metric.
Think on this solution.
Only allow a max of 4 in any faction group drop then let the match maker combine groups up to 12 member teams.
How it would work.....
Each individual has a ranking score. Lots of ways to calculate this and I don't really have a favorite so will just refer to it as score.
STEP 1
Group forms, members ready up, and the group leader hits the launch button:
backend -
sums the individual scores and divides the total by the number of individuals in the group to get weighted avg or group avg score.
On Screen -
individuals see the queue with the groups in order by the group avg score on both sides. In order from best to worst.
STEP 2
One minute before matchmaker kicks off Call to Arms is issued. Attract more solo pilots into the queue quickly.
STEP 3
Queue is pulled into Match Maker
STEP 4
MATCHMAKER
- Both sides follow the same 12 team formation rules forming or failing together on each attempt.
- Two consecutive failed attempts ends match making and the remaining pilots of both sides are returned to the queue.
- Attempts are numbered in the order they were made.
- Odd numbered attempts use the pull logic of top avg score down, while even numbered attempts use lowest avg score up.
- Groups are pulled into the team and a running total of the team member count is kept.
- If the next group member count would put the team over 12 it is skipped by this attempt.
- The attempt keeps going through the remaining groups adding them if they fit within 12.
- The team forms if it hits 12 but it requires the other side to also form a team of 12 for the attempt to succeed.
- If the attempt succeeds in forming two teams the match kicks off, the groups in the teams are removed from their respective match maker list, and the next attempt kicks off using the remaining groups.
The results are teams that are not optimized by the players (no 12 mans
) and are as closely matched as the pool of available groups that were in queue could make.
Would like 2 minutes in the planning screen to change decks and sort out who is calling and what the strategy will be for the drop. Knowing who your opponent is would also be useful in forming the plans and decks. The scouting gained intel on opponents mechs would only be available on the ground not in the planning screen.
Edited by Weagles, 02 September 2018 - 05:50 PM.