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Career Officer
Join Date: Dec 2012
Posts: 690
# 7
01-31-2013, 06:54 AM
Quote:
Originally Posted by sophlogimo View Post
Balancing around 5v5 means that a 4-player team is just not "80% of a full team", because in such a balancing situation, it entirely depends on which player is missing.

If it actually was 80% in any case, then it would be balanced 1v1, too, because then, of course, 20% of a 5-player-team is one player.
You managed to completely fail at grasping the point I was trying to make.

The idea is that balance should scale somewhat continuously, i.e. small changes in the start values give small changes in the result. So let's take an extreme example: If you balance for 1000v1000, your ruleset should work with basically no alterations for 999v999, but it might break down in a 10v10 situation.

This is why 5v5 should scale comparatively well to 4v4 (80%) or 6v6 (120%) (special UI issues with STO's team list aside), but it probably doesn't scale all that well down to 1v1 (20%).

On the other hand it takes a certain leap of faith to believe that increasing everything by a factor of 5 (going from 1v1 to 5v5) will work without any problems. Especially since there are mechanics in team situations (2v2 and higher) that are completely non-existent in 1v1: cross-healing, focus fire, target switches.
So not only are you applying a huge change in available raw power (500%), you are simultaneously introducing concepts that inherently cannot be balanced by testing in a 1v1 because they simply don't exist in that situation.
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