Having just read a post in the KZ2 thread about teams, I'd like to taz people's design nounce to design the perfect matchmaking, team-creating system applicable to a standard online competitive game. Assume teams can be anything from 5 to 16, and perhaps you can extend your ideas to larger forces to accomodate squad creation.
The principle issues to solve are : Skill balancing, where one team isn't completely overpowered; friends on the same team, unlike Warhawk where we'd get split up; team 'management' wherein prior to a match, the right skills/boosters/etc. are chosen to support the mission; and convenience, wherein we don't want 15 minutes of preparation between rounds. Feel free to offer more suggestions.
A significant problem seems to be how to obtain and apply useful metrics. What would you base a rating system on - individual performances, experience, or games won? And should experienced players be handicapped (IMO yes!) or given extra boosts to make them even more powerful? How should the online scene be graded into leagues, or should it not, and the game left as a free-for-all?
I've played a few online titles, what with this brave, new online-world of ours, but it's only really U2 that's given me the reward of trying, and even then the multiplayer aspect can be seriously broken at times. I think a serious rethinking of the approach to multiplayer gaming is needed, and this is the thread to do it!
The principle issues to solve are : Skill balancing, where one team isn't completely overpowered; friends on the same team, unlike Warhawk where we'd get split up; team 'management' wherein prior to a match, the right skills/boosters/etc. are chosen to support the mission; and convenience, wherein we don't want 15 minutes of preparation between rounds. Feel free to offer more suggestions.
A significant problem seems to be how to obtain and apply useful metrics. What would you base a rating system on - individual performances, experience, or games won? And should experienced players be handicapped (IMO yes!) or given extra boosts to make them even more powerful? How should the online scene be graded into leagues, or should it not, and the game left as a free-for-all?
I've played a few online titles, what with this brave, new online-world of ours, but it's only really U2 that's given me the reward of trying, and even then the multiplayer aspect can be seriously broken at times. I think a serious rethinking of the approach to multiplayer gaming is needed, and this is the thread to do it!