As you'll all be aware if you're reading the Solaris forums, our beloved Solaris seasons have become repetitive with regards to both mech and map selection. The majority of divisions are dominated by 1-3 mechs, with matches either being played the same way time and time again, or rock-paper-scissors relationships occasionally occuring.
I believe that one of the key constraints with the current system is the limited map selection and its banning system. My opinion is that maps are in practice almost solely selected based on range, with obstacles for kiting, pop-tarting or cooling off a secondary factor. Heat seems to be largely irrelevant due to the limited maps.
What inevitably happens with the current 5 map system (pictured below), is that you seem the same patterns repeatedly. Pilots work from longest to shortest or vice-versa, and the compromise map mostly ends up as Liao Jungle unless a pilot bans it and therefore gives their opponent the chance to force a slightly longer or shorter range map.
![Posted Image](https://i.imgur.com/BjJElw3.jpg)
The other key trait from the map constraints is that players can use very specific builds knowing that in some divisions they can force the use of only 1-2 maps. If the breadth of situations that mechs need to be used in were to increase, I believe that builds would need to be slightly more generic and adaptable, and that as a result this would make matches closer. I believe that this would also increase the variety of gameplay, and also increase the challenge for those attempting to run very niche builds.
The proposed concept that I put forward can be summarised as increasing the number of Solaris maps from 5 to 9, and changing the way in which they are selected. It would work as follows.
Firstly, the 9 maps would be set up as follows, to provide the complete breath of range and heat scenarios that we currently do not have:
![Posted Image](https://i.imgur.com/75ppLlt.jpg)
I would apply the existing 5 maps into this structure as per the below, and new maps would need to be created for the remaining 4. I have written in brackets the style of map from other parts of the game that could be used to create a new map with the range and heat criteria.
![Posted Image](https://i.imgur.com/n2r4tQy.jpg)
With the 9 maps in place, the map selection / banning system would then be changed. Instead of retaining the current system, which could still result in linear range based banning, I propose a two stage selection system.
The 9 maps would randomly be placed into 3 groups of 3. The first player (Player A) chooses a group of 3 that they wish to ban, and then the second player (Player B) chooses a group of 3 that they wish to ban.
![Posted Image](https://i.imgur.com/4PW0FGg.jpg)
After the group of 3 maps is chosen, the individual map banning / selection takes place. As it was the second player (Player B) that made the final decision on the group of 3 maps, they then go first in choosing an individual map to ban. The first player (Player A) then has the final choice of 2 maps to select from.
![Posted Image](https://i.imgur.com/74F5MrA.jpg)
I believe that these changes would increase the variety of mech and map combinations in Solaris, whilst they simultaneously do not place any particular style (i.e long or short range) at a huge disadvantage or in a position where they are not viable. They would also increase the relevance of heat in map decision making.
To show this with a few examples, using annotation L = Long, M = Medium, S = Short, H = hot, N = Neutral and C = Cold.
Example 1:
Player A takes a short range mech. Player B takes a long range mech. The random map grouping comes up 1) LH-LC-SH. 2) MC-MN-SN. 3) LN-MH-SC. Player A decides to eliminate group 1 because it has 2 long range maps in it. Player B has then got two options.
Player B could eliminate group 2, hoping for range. As Player B then has to ban an individual map before Player A, they would choose to ban the SC map of the remaining group 3. Player A would then ban the LN map, resulting the game being played on the MH map.
Alternatively, Player B could eliminate group 3, suspecting that Player A is hoping for range and perhaps knowing they've got a hot build themselves. As Player B then has to ban an individual map before Player A, they would choose to ban the SN map of the remaining group 2. Player A would then have the choice of the MC or MN maps based on heat or map preference.
Example 2:
Player A takes a cool ballistics brawler. Player B takes a hot jumping pulse laser brawler. The random map grouping comes up 1) MH-MN-SH. 2) LN-MC-SC. 3) LH-LC-SN. Player A decides to eliminate group 3 because it has 2 long range maps in it. Player B decides to eliminate group 1 seeing the opportunity for a cooler map in group 2, and then bans the LN map, leaving Player A to choose between the MC and SC maps.
Example 3:
Player A takes a mid-range ballistics and laser mech Player B takes an SRM brawler. The random map grouping comes up very unfavourably for Player B, as 1) SH-SN-SC. 2) LH-MN-MC. 3) LN-LC-MH. Player A bans group 1, eliminating all of the short range maps. Player B bans group 3 due to the 2 long range maps and then bans map LH from the remaining group 2, leaving Player A to choose between the MN and MC maps.
Example 4:
Player A takes a MRM build. Player B takes a cool long range ballistics build. The random map grouping comes up 1) LH-MH-SC. 2) LN-MN-MC. 3) LC-SN-SH. Player A bans group 3 to avoid the 2 short range maps. Player B bans group 2 and then map SC from the remaining group 1 to leave only hot maps, giving Player A the choice between the LH and MH maps.
In summary of the examples, it can be seen how the selections force pilots to compromise when their opponent selects unfavourably against them, however they simultaneously cannot be forced into an overly compromised situation (for example a pilot with a long range mech cannot be forced to only choose from 3 short range maps).
Heat is also introduced as a meaningful variable, as well as personal preference between maps that are similar but not identical in either range or heat characteristics, without there being a single map that defaults to the mutual compromise when mechs have opposing styles (as Liao Jungle currently is).
Thoughts?
Zirconium