2. A selector screen for choosing maps or mechs (or both) needs to be in place ASAP if map size, and variety is going to increase.
Rationale: The current result rewards a very narrow play style, and removes the option to employ a wider variety of equipment strategies for mechs (close range builds). This current system will now favor snipers, or mechs that are more 'one size fits all' builds that aren't truly effective, but simply a response to the minimalist matchmaking implementation, and inability from players select either what maps they choose to play, or what mechs they choose after a map has been found. A single map, when you have no controls over what mech matches it, can imbalance the entirety of the maps you have previously created.
Action for Devs to Take:
1. Implement a list of maps from which to search (review Starcraft/warcraft III matchmaking.) You can do this almost exactly the same as Blizzard (who set the standards) implemented matchmaking in their games-- with a list of maps, and a check box that toggles whether or not they will be included in the search. (you already have this option available for game-modes-- why not maps?)
2. Implement a Mech Selection Menu when a map/match has been found. This would take place after matchmaking has found a game, and would include Information including the map, the game mode, and other relevant information, BEFORE the game starts-- (review League of Legends Champion Selection Menu). This would delay the start of the game for 30 seconds to a minute, but would ensure that all players have agreed to play, and have selected their Mech for the map.
These are basic, easy to implement features that will ENHANCE the game, which will keep current players more engaged, and may also improve repeat business from players looking for more control.
Why this matters NOW:
*better experience for players and a more organized, competitive feeling in matches
*more faith in the existing community.
*Retain current competitive-minded players who are getting bored with the current, unorganized structure.
*incentivizes robust and intricate player builds and load outs.
*Meet current industry standards in competitive matchmaking eg. League of Legends, Blizzard IPs.
* drive more business/moeny to this game by virtue of higher quality production values and a more robust player experience.
*Ease of implementation VS. High overall value.
Conclusions:
The current, 'choose a mech for a randomly selected battlefield' only works when you have a balanced pool of maps to draw from. Alpine Peaks destabilizes the previous balance. Players should be able to select Mechs for a battlefield, rather than blindly hoping that their mechs suit the randomly selected map. This is a CRITICAL issue for the longevity of this game, and the retention, and growth of the player base. Matchmaking and elo additions were a start, but further implementation of matchmaking controls is essential, and needs to be addressed ASAP; Especially before other content such as pre-game Mech startup animations. (Not that these aren't beautifully rendered animations; but they provide no real content other than an immersive quality for hardcore fans.)
This post does not attempt to deal with 'custom matchmaking,' which I wholeheartedly agree needs to be implemented too. However, custom matchmaking is less important than overall matchmaking options being implemented.
Edited by ExTraCe, 20 February 2013 - 02:59 PM.