Nightbird, on 21 November 2018 - 06:19 AM, said:
Then by your logic, a 48-0 score is much better than a 48-47 score, since the latter means a long long beatdown. Excellent logic.
Not quite. Note the part about "when the outcome is obvious." A match where most people on both sides are on their last mechs, and no one knows who will win is a good thing, yes, and something to strive towards, because the outcome is NOT obvious. This change, however, is only a marginal move in that direction, and one with significant side effects on the playstyles employed, and significant developer time and effort required.
If after wave 2, the score is something like 24-8, something that will still very much be the norm when a premade fights a pug, even using lighter mechs, it's still pretty obvious where the rest of the match is gonna go. At that point, the rest of the match is mostly just picking up table scraps, and lengthening the pain. Sometimes, the outcome is obvious even earlier than that, at the matchup screen. Its one of the primary problems with the basic Pug vs. Premade Business. The outcome is often obvious from the get-go, and it's why you have pugs that willingly eject before even engaging the enemy, instead of spend 20 minutes of their time on something that's already decided. An obvious from wave 1 or 2 loss is still a dis-heartening one, regardless of what mechs the opponents are running.
Unless there's a serious threat to the ability of that team of 'good' players to even win the game at all vs. those pugs, nothing really changes. A comfortable win by one side is still gonna be a dis-heartening loss for the other side. And even a large, 100 ton gap doesn't seriously threaten that supremacy, IMO, and adding in the "optional" part of it so that the group of goods can just keep winning anyway by going full tonnage even waters the effect down further than that. If you honestly feel that a group of good players is going to start regularly losing to pugs when running light, and that they'll generally continue to run light and choose to lose just as often as they win, be my guest to make that argument I guess, but unless and until they actually start losing with some regularity, nothing is really going to change by adding in an optional handicap. I just can't see that happening.
It'd be better to simply end the game once the outcome is obvious, and/or create better matchmaking from the get-go. (Both topics the devs are already discussing, per the FP podcast a while back.) Both would have a far stronger, and more meaningful effect than adding in an optional skill-based handicap.
Edited by Daurock, 21 November 2018 - 07:34 AM.