Regis Blackbird
DUST University Ivy League
153
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Posted - 2014.04.11 19:03:00 -
[1] - Quote
I think one of the most important factor of any mercenary is: MONEY. I would like ISK to be a factor in matchmaking and a while ago I made a extensive thread about this in the feedback section (I.e. Use the wallet balance as a factor in matchmaking). However, that idea turned out to have many many flaws, as there were too many ways to game the system.
With that said, I have been thinking further, and there IS a way to make ISK count, but it requires some radical changes to the way fitting works. So, here it goes:
1) Each fit (suite + modules) is regarded as separate entities. This means if two suites share module type and you die in one of the fits, only that one is reduced in number. 2) The fits are separated from your inventory stock. To "make" these fits, you load the type of module (not the amount), and would "restock" the entire fit from your inventory. 3) You select which fits and the amount you bring to battle (I.e you don't magically bring your entire inventory across the galaxy). 4) You can only bring X amount of clones to a battle (X number of a specific fit = X clones), but you totally unrestricted in how many fits you bring as long as total amount are below or equal to the limit.
This idea means that each merc will bring X amount of "ISK" into the fight, and a team will have a combined ISK value. Let say a queue sync brings 2 full proto squads into the match. If you try and match them with another team of equal "value", they will be matched against another full proto team, because basic and advanced cost less. If there are only 6 (one squad) full proto, and the rest militia in one team, they can go up against a mix of different variations, for example a full advanced team.
Team value = enemy team value (roughly)
Now, I don't say this should be the ONLY factor in matchmaking, only that this system applies "gear" matching, without being bound to a specific tier. This system "could potentially" also solve a lot of the problems with the future market (as was discussed in another thread), as well as make it easier to incorporate a future corp hangar were everybody could restock from a common pool.
But as I said, it is a quite radical change...
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