Delay


(Floris) #41

Well team deathmatch isn’t the de facto competitive mode of CoD, which is S&D, and S&D is mainly played 5on5 (the two biggest cups in Europe, the CB EuroCup and the ESL EMS as well as most LANs use that size).


(Bezzy) #42

Seems to me like ideal team size depends entirely on the game itself. If MAG has 128 per team as their target, they can design core game mechanics to work to those constraints.

Just going off some previous experience with another game, seems like the bigger the team, the more you have to spread the chaos, either with large map sizes, or less ability to do… stuff. I worked on a 3 vs. 3 game where everyone had to be packed into a small area, but had a pretty complex move set. Without room to breath, the game became a mess, with people bouncing into each other like an epileptic pinball machine after a quadruple multiball bonus.

These things can be managed and handled. You just need to recognize how to do it, and be flexible to the games’ natural needs.


(Mustang) #43

As this thread has gone completely off-topic, I see no reason to break the trend

As Bezzy said, core game design usually considers how many players each team will have
Which brings be to the question of, why was the decision taken to go for 8v8 in Brink
When previous SD games have opted for larger sided teams

Absolutely not a complaint
My personal preference would be somewhere between 6v6 and 10v10 in both public and match situations
I’m just wondering the thought process


(Nail) #44

I imagine it’s somewhat due to engine constraints, more happening client side with “Smart” button and new movement characteristics like mantling and sliding.


(SockDog) #45

But with ETQW they went with larger public team sizes and then had more work to do balancing maps and the games for smaller competitive teams. Perhaps 8v8 is a nice sweet spot between the two.


(H0RSE) #46

In an interview, Rahdo mentioned they wanted an ‘intimate shooting experience.’ Where everything is very fast, and you don’t have to go very far before right up against the enemy. They mentioned that they experimented with the number of players, and that the ‘sweet spot’ was 8v8.


(.Chris.) #47

The ‘sweet spot’ was 12v12 in ET:QW and it was a mess in my opinion.

Players will decide for themselves I think, could be that game is better suited or can be played just as good with more players or less players than the dev’s envisaged, that’s why I think there should be certain amount of options available to server admins from the go to change certain aspects of the game and afaik they are planning to do just that.


(Rahdo) #48

Sockdawg nails it.