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LOOKMOM NOHANDS
Warpoint Sharx
73
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Posted - 2015.03.03 16:45:00 -
[1] - Quote
Props to Gyn Wallace for getting me thinking along these lines.
What if team balancing made a very basic pass and then adjusted the match based on the teams?
Moving 4 solo randoms to the other side making it 20 versus 12 but those 12 are squads of 6 for example.
Give each player a personal clone count that their warbarge brings to the battle for them. This could be based on K/D, WP/D, and any other factors. The more a pro stomp squad stomps the less clones they end up with and the more balanced the match becomes. Also could lead to a WB subsystem to increase your personal count of clones passively.
My favorite 2 ideas when used together ^^^
Damage modifiers for the null cannons. A far weaker team could get more damage per missile.
MCC HP variations. This could be used instead of the damage mods but with the same purpose. |
Stefan Stahl
Seituoda Taskforce Command
1010
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Posted - 2015.03.03 17:32:00 -
[2] - Quote
I like the idea that we could balance the mu on both sides better if we gave up on trying to make 16 vs 16 happen. If mu chunks are too large scotty could just make 15 vs 17 if that's a better fit.
If it works without large problems I think we should give it a go. That could avoid us having to restrict squad sizes to 4 in public matches. |
LOOKMOM NOHANDS
Warpoint Sharx
82
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Posted - 2015.03.04 14:56:00 -
[3] - Quote
Stefan Stahl wrote:I like the idea that we could balance the mu on both sides better if we gave up on trying to make 16 vs 16 happen. If mu chunks are too large scotty could just make 15 vs 17 if that's a better fit.
If it works without large problems I think we should give it a go. That could avoid us having to restrict squad sizes to 4 in public matches.
The issue with just shifting the numbers a little is that then one team would be at a disadvantage as they have more people sharing from the same clone pool while the other team would be able to die far more.
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The-Errorist
1077
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Posted - 2015.03.04 17:15:00 -
[4] - Quote
What about using a personal skill level stat instead of MU? For example, what about using this formula I made a long time ago and here's the revived thread for it.
Suits, Tanks, a mode
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LOOKMOM NOHANDS
Warpoint Sharx
83
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Posted - 2015.03.04 17:15:00 -
[5] - Quote
LOL I was posting in it at the exact time you said this. |
Stefan Stahl
Seituoda Taskforce Command
1018
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Posted - 2015.03.04 21:56:00 -
[6] - Quote
LOOKMOM NOHANDS wrote:Stefan Stahl wrote:I like the idea that we could balance the mu on both sides better if we gave up on trying to make 16 vs 16 happen. If mu chunks are too large scotty could just make 15 vs 17 if that's a better fit.
If it works without large problems I think we should give it a go. That could avoid us having to restrict squad sizes to 4 in public matches. The issue with just shifting the numbers a little is that then one team would be at a disadvantage as they have more people sharing from the same clone pool while the other team would be able to die far more. I'd assume we can set the clone pool accordingly. If the match is fairest (mu-wise) at 15 vs 17 then one team would get 140 clones and the other 160. |
LOOKMOM NOHANDS
Warpoint Sharx
84
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Posted - 2015.03.05 04:15:00 -
[7] - Quote
Stefan Stahl wrote:LOOKMOM NOHANDS wrote:Stefan Stahl wrote:I like the idea that we could balance the mu on both sides better if we gave up on trying to make 16 vs 16 happen. If mu chunks are too large scotty could just make 15 vs 17 if that's a better fit.
If it works without large problems I think we should give it a go. That could avoid us having to restrict squad sizes to 4 in public matches. The issue with just shifting the numbers a little is that then one team would be at a disadvantage as they have more people sharing from the same clone pool while the other team would be able to die far more. I'd assume we can set the clone pool accordingly. If the match is fairest (mu-wise) at 15 vs 17 then one team would get 140 clones and the other 160.
That is basically what giving each player a set clone count would do. |
Gyn Wallace
OSG Planetary Operations Covert Intervention
279
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Posted - 2015.03.05 15:59:00 -
[8] - Quote
LOOKMOM NOHANDS wrote:The more a pro stomp squad stomps the less clones they end up with and the more balanced the match becomes.
I like filling Column A with the largest available squad with the highest Mu, then filling Column B with the largest highest Mu squad, and continuing to fill Column B, until its Mu total exceeds Column A, then switch back to filling Column A, etc. until there are 32 people in the match or a timer expires (even faction shouldn't wait more than 20 minutes to fill a couple of FW matches at any time of day). There you have your teams.
Smaller team gets 9 clones per merc; larger team (bc blueberries tend to be slaughtered) gets 11 clones per merc.
I'd even like a system for merc to bid down the number of clones they bring to a match, in exchange for enhancing their payout. You should be able to bring as little as your average deaths per match times 1.5. Run a tight squad that always picks up your fallen, so your squad has an average death per match of 4? Your squad can bring 6 clones per merc. If you get matched up against 26 fresh out of the academy newbs, they get 286 clones, your team/squad can bring as little as 24, and pocket the savings.
The Dust/Eve Isk Exchange Thread
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