

A Possibility To Change Of Number Of Players Based On The Map
#1
Posted 24 March 2019 - 07:32 PM
#2
Posted 24 March 2019 - 07:41 PM
The only way to change players based on map is to take away the ability to vote.
Afterall, voting only happens once all 24 players are collected.
Without the ability to vote, matchmaker can decide ahead of time whether to collect 16 or 24 players for a match.
But otherwise, you'll never see this idea happen.
#3
Posted 24 March 2019 - 07:42 PM
Edited by FRAGTAST1C, 24 March 2019 - 07:54 PM.
#4
Posted 24 March 2019 - 07:51 PM
I dont see a problem.
#5
Posted 25 March 2019 - 06:23 AM
Koniving, on 24 March 2019 - 07:41 PM, said:
The only way to change players based on map is to take away the ability to vote.
Afterall, voting only happens once all 24 players are collected.
Without the ability to vote, matchmaker can decide ahead of time whether to collect 16 or 24 players for a match.
But otherwise, you'll never see this idea happen.
not necessarily,
The game would first have to decide that a game has to take place on a 8v8 or 12v12 map
Then make Matches for this.
Then only let people vote from the pool of 8vs8 maps. (in the end at some point the current game anyways takes 4 mobs out of a pool of X. That pre-randomised pick in step 1 just alters the pool of which to take maps of.)
Edited by Lily from animove, 25 March 2019 - 06:24 AM.
#6
Posted 25 March 2019 - 02:11 PM
Koniving, on 24 March 2019 - 07:41 PM, said:
The only way to change players based on map is to take away the ability to vote.
Afterall, voting only happens once all 24 players are collected.
Without the ability to vote, matchmaker can decide ahead of time whether to collect 16 or 24 players for a match.
But otherwise, you'll never see this idea happen.
Or there could be maps that are sized for the team sizes.
8 vs 8 maps (examples)
Mining collective
classic forest colony
classic frozen city
canyon network
12 vs 12 maps (examples)
Alpine peaks
polar highlands
terra therma
Frozen city
Team sizes are determined during the matchmaker bucket search depending on volume of players searching at the time or maybe even a volentary choice to be in 8 vs 8 queue or 12 vs 12 queue or checked for either.
#7
Posted 26 March 2019 - 12:24 AM
Koniving, on 24 March 2019 - 07:41 PM, said:
Or ... just stop being cheapskates and do only 8v8 in QP like it was always meant to be. You got FP for 12v12 if you want that and 4v4 as well.
Edited by PhoenixFire55, 26 March 2019 - 12:24 AM.
#8
Posted 26 March 2019 - 01:56 PM
PhoenixFire55, on 26 March 2019 - 12:24 AM, said:
Or ... just stop being cheapskates and do only 8v8 in QP like it was always meant to be. You got FP for 12v12 if you want that and 4v4 as well.
I'm gonna have to agree with this.
OR you could even do a check box like we do for servers.
QP 4v4 would be neat.
Edited by HammerMaster, 26 March 2019 - 01:57 PM.
#9
Posted 26 March 2019 - 06:41 PM
#10
Posted 28 March 2019 - 12:03 AM
This would be active players controlling mechs as we know we can get 2 more as spectators in the private lobby, and we know we can get more mechs as we had Escort. (Even if the thing didn't shoot etc)
Whether that still holds true might be debatable.
There are other considerations such as the screens displaying the teams and lances that would need to be expanded on, adjustments to the match maker, drop zones and possibly things like match duration and win conditions like conquest points and domination timer. These are not as great a concern for smaller teams, but smaller teams introduce a need to look at group size and for solo adjust the weight class quota accordingly. Having flexibility in the team sizes would likely assist in improving wait times when the population is low which would be true for quick and faction play.
Given the flow is to form the team, then select the map, having a map list according to team size doesn't seem like a huge obstacle. Can't really do it the other way around in quick play.
Faction play potentially could function the other way around in that there is a preparation step to change the drop deck once a team is formed. While map selection is not needed as it could be themed according to the planet, a mission selection option may provide teams with some tactical options. Kind of want more out of what it means to complete a mission and what it means to the mechs used in that mission though.
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