If you want to read the long version, take a look here: https://plato.stanfo...es/game-theory/
The greatly shortened version of it is, people act rationally in a way that benefits themselves. It is possible to model this decision making in the form of a decision tree: if I decide A, what are my risks and benefits, if I decide B, ditto.
How does this relate to MWO? Let's take the Quick Play (random teams) conquest mode for example, as designed, suppose the choice in front of a player is: A: 12 vs 12 nascar in the center, I will ignore caps, and B: 11 vs 12 nascar in the center, I will try to cap. Let's say decision A has a 50:50 chance of winning or losing. Decision B, based on how MWO Conquest is designed (TTK, cap location, number of points needed for cap victory etc) means the chance of winning reduces to 40:60.
Each player, after experiencing A and B enough times, will choose decision A because it benefits them more.
Of course, MWO QP is not just conquest, but you can try this thought process with any game mode, any map. Should I choose a sniper, brawler or mid-range mechs? Should I NASCAR or snipe or cap or flank? As it is designed, MWO QP favors mid-range nascar over any other tactic.
Well, how do you fix this? Let's go back to QP conquest for a moment. Suppose when the decision tree comes up: A: 12 vs 12 nascar in the center, I will ignore caps, and B: 11 vs 12 nascar in the center, I will try to cap. How do you design the game mode so that B is the better choice? Well, you just need to make it so that B has better than a 50:50 chance of winning, which can be done for example by lowering the number of points needed for cap victory to 300-400 points. The team that devotes more resource AWAY from the center nascar has a BETTER chance of winning, when this is true nascar ends.
my 2 cents
Edited by Nightbird, 03 March 2021 - 10:15 AM.