Simple design of a new matching mechanism concept in 10 minutes

First of all, I want to emphasize that this is just a product of 10 minutes of thinking, and I’m not personally a “very professional designer”.
Step to the point: I think it’s unoriginal and stupid to forcefully mimic War Thunder in assigning BR coefficients to weapons, equipment, troopers, and so on. Even if it is emphasized that in Enlisted the mechanic is a soft lock-on, not a forced lock-on.
So, in reading from February 2023 to the Annual Development Route, so far. My mind has had multiple brainstorms about the whole new system and its subsystems. For example, 12 hours were spent earlier to mimic the developers designing the entire tech tree.
Individual “technology tree structure” design proposal (within 12 hours) - Suggestions - Enlisted
or A “technical tree structure” created by myself - improved version
Therefore, in that 10-minute design effort, I believe that match weighting factors should be assigned to different groups of players. I simply categorized the player groups into: ①freeloaders, ②apprentices, ③legionnaires, ④veterans, and ⑤warcasters, five classes.
The first time a player opens this game, his or her first 3 to 5 battles in each of the four camps (Soviet Union, Europe and America, Japan Rising Sun, and European Axis) will be forced to engage in Rookie Battles (10V10 battles with at least 5 AI players of the lowest intelligence level on both sides of the battle). After that, the player will officially enter the ①freeloaders stage, in which the player’s hidden match factor will gradually increase based on the player’s continued development, unlocking and purchasing, and equipping more weapons, equipment, and soldiers, etc., but still will not be encountered with players from the other four stages unless the player teams up with a player from one of the other stages.
This player exceeds a set threshold (e.g., historically similar Reserves or Militia) for the total number of: high-ranking bolt-action rifles, semiautomatic weapons, automatic weapons, sabers, projectiles, and mines, or more than a single piece, in at least three of the first-order regiments that he or she is preparing to field during the ①freeloaders. Their hidden weighting factors are then converted to official matching factors.
For example (as shown):
image
Of at least 3 Tier 1 regiments (tankers and airmen are counted separately) that the player has while playing as the Japanese camp in the game, test whether the player meets 1 or more of the following: (1) equipped with 3~5 or more Early Hundred assault rifles, (2) 2 or more Type 97 sniper rifles, (3) 10 or more Arisaka Type 38 rifles (non-carbines), (4) 20 or more projectiles, (5)and 5 or more landmines,(6) Use of more than 5 soldiers of 2nd rank, more than 3 soldiers of 3rd rank, more than 1 soldier of 4th rank.
If satisfied, the player’s match weights will go into the ②apprentices, As a new recruit who has just completed his training in the rear and is heading for the battlefield.
And so on for a basic categorization of the weight classes of the Player Configuration Corps.
After writing the above, it occurred to me that the five categories at the beginning are a bit bloated, so would it not be better to set it up as three categories? About: 1) Beginners (including newcomers to combat); 2) Soldiers; 3) Veterans (including the “Battle of the Gods”).

After the basic weighting of player development levels (not player skill levels) is roughly differentiated, it also needs to be paired with an ample secondary matching mechanism:
Some other matchmaking provisions: ① Forced to differentiate and correspond to single-player matchmaking, 2-player matchmaking, and 3~4-player matchmaking. ② Appropriately add extra maximum weight for players who mix and match weaponry at will (e.g. put 1 FG422 in each corps filled with initial bolt-action rifles). ③ Appropriately slightly adjust the matches for players whose kd and win rate have been consistently too low for a long time. ④ For players who are at the ⑤warcasters or are armed to the teeth, add and allow them to only set whether or not they will be matched with “equal opponents”. ⑤ Force the number of handheld players in a cross-game to be equal, including those who join in the middle of the game (separate consideration for those who team up with PC players). ⑥ For players who join a battle midway, add a personal bonus for winning after he joins. ⑦ Blacklist function adds the function of not wanting to play with that player on the same side.⑧For flamethrowers, projectile backpacks, ammo packs, water bottles, advanced gold corps, etc. need to be increased appropriately in terms of their impact on player match weights.
Especially advanced gold corps.
Ten minutes is enough, even if it’s just a simple “draft” of an unfinished sketch, I think it’s enough.

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This is fire; I didn’t really understand it, but it was cool.
Nice job

  • Sincerely, Thunderbird879
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Too complicated for DF’s lazy coders it’s not going to happen. Only 3d modelers and creative team show some real effort.

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Your time is a lot better spent than my time…

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I’m not sure about this system, it may look promising at first but then when you reconsider adding new stuff to the trees would make it nightmare in terms of classification.

This is interesting, it would be efficent.

They won’t allow it.

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First of all, it’s just a quick 10-minute brainstorm, even as the brain is being used along with the keyboard being used for typing.
He’s certainly not as refined, rigorous, or perfect as a design carried out by a professional over 9 months, or more.
But as far as adding new content? Feel free to add as much as you want, just consider what the main audience for the new content will be, even if it’s RBT-5, and maybe just allow non-newbie stage players to purchase and use it.

The problem is how this would affect possible classification criteria between player groups.
As in this system every weapon or weapon groups in a levels of progression would need to have their assigned values, which may be decrimental in this implementation as depending on the system (individual or group):

  • may be extremly diffucult to implement it properly
  • may favour indiviual weapons listed in groups over others

Also when we consider for example new stuff it would need to have assigned value for categorization, this would prove difficult to maintain overall, also it would require imense work at implementation stage.
When you add to it something like event squads with varying values, it would also add to it extensive power shifts between those levels of categorization, it may prove fatal.

But those are my assumptions, perhaps I didn’t fully understand the idea.
Best regards.

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In the scenario there would be only a slight weighting change for such cases. In the game experience it would be similar to the difference between a “strongman” and a “squad leader”, or in the most extreme case, a heavily armed Phase 2 player who is recruited in Phase 3.

It’s just one brainstorming session in nine months.
The overall mechanism requires dismantling thinking and integrating it. I don’t think I’m obligated to think, summarize, or show more than that.

Grab some popcorn and wait for a new chapter in the “Draft” TV series.