qp group limits would be placed on 3 brackets of team size in order to best keep the 1/3 solo to team ratio:
4 players for 12v12 - 10v10
3 players for 9v9 - 7v7
2 players for 6v6 - 2v2
tonnage balance is another issue. best solution is to also bracket the class configuration:
3/3/3/3 for 12v12
2/2/2/2 for 8v8
1/1/1/1 for 4v4
idk what to do about other sizes as you cant deploy half an assault, another case for bracketing. it might be better to let players use whatever they want and try to match the total tonnage between teams as close as possible. i have to admit 4/4/4/4 is not being very well enforced right now under the current iteration of the matchmaker. what about we include a class modifier in addition to tier. for example a t3 player in a heavy might be equivalent to a t2 player in an assault. though that may intensify instances of wolf packing if high skill players try to exploit it (by running skilled lights against potato assaults).
you might also use optimal maps for the current team size. some of the smaller maps (classic maps in particular) would be more well suited to 8v8 games. perhaps include solaris maps for sizes 4v4 and less, of course those maps would need to be retrofitted for some of the modes. scaled down domination (smaller hill) and assault could be used, might even be able to support conquest with 3 points instead of 2. some siege maps might also be retrofitted for qp modes as well for large match size. maps weighting would also be dynamic so avialable choices at the vote screen would better match the current population situation. this is a nice to have and not really that important.
Edited by LordNothing, 16 July 2020 - 09:17 PM.