BlaizerP, on 11 December 2020 - 05:41 PM, said:
I just don't think you're achieving "match diversity" when you know polar and caustic will be all LRMs, or when grim/rubellite/tourm/alpine will be blue lasers and PPCs, or when solaris/classic frozen will be all brawlers.
I'm also not in favor of adding more time to get into a game, it already takes way too long to get into a game for a 4 minute match. If people want more organized game modes they just need to take the pluge into the other modes that already exist.
If you have total random map selection, a heavy LRM or long range drop deck becomes a huge liability if you happen to drop into an LRM unfriendly map.
When you have a random map selection, people will configure their drop decks with a combination of long, mid and short range. A minimum and maximum tonnage means your drop deck is forced to have a selection of lighter and heavier mechs.
From the developer's side, and its not player's fault PGI has bad map design, maps ideally should have both brawling and sniping sections. Understand that the maps I have seen with team PvP games with drop decks feature both brawling and sniping sections. And even those without drop decks, they still have maps that feature both long and short range sections.
Another effort from the developer's side is to add objectives within the games, such as capture. If you have a map with long range sections, but what happens if the same map also have crowded sections with capture points? You have to create a drop deck strategy where you break down the game into phases where you can deploy your sniper or your long range vehicle, and when you can deploy your fast vehicle for flag capture and contending around the points.
If we assume the developer's side is going to be too lazy to modify their maps, then randomizing the maps and adding objectives within the map should drive drop deck variety. The developer can also modify the percentage of maps dropping to favor certain maps and disfavor others.