Up until recently, we hadn't really discussed player numbers in depth. We sort of collectively assumed that we'd be sticking to the same 1 OP/7 GPs split we had for Overwatch. That changed a few weeks ago when we brought up the topic during one of our design discussions, as we realized that we had started designing aspects of IA! that would be drastically affected (in different ways) by the number of active players in a round.
We started by listing every upside and downside we could think of, based on our experience with OW. We then tossed a few other ideas around. For example: does it really make sense (when we consider IA!'s theme) to send 7 players - a.k.a spies - to an enemy base?
Finally, we came up with a number: Four (4) GPs (+ 1 OP)
Here are some of the notes from the design discussion we had (some of the items might not make sense, but don't worry, upcoming Spotlight Blog entries and other Feedback Requests will reveal a lot of what's mentioned here):
Some things we said:
- Should we allow fewer total players than in Overwatch?
- Having AI-controlled GPs is not part of our current plans for IA!
- Sending a large number of spies to an evil lair just doesn't.. fit
- + It's a lot easier to coordinate a smaller group of players (cooperative play), avoiding situations such as:
- Who does what when the group reaches a S/Obj? (S/Obj = Section Objective)
- Who follows whom when larger groups split up?
- Who does what when the group reaches a S/Obj? (S/Obj = Section Objective)
- + We want to prevent players from splitting up at all (smaller groups tend to stick together)
- + It's better for the OP to be able to spawn units around all the GPs instead of just some of them (surround and flank tactics)
- + It becomes easier for the OP to target GPs
- + Level Design would be simpler (both internally and for community mappers) since areas could be slightly smaller, and S/Objs would be simpler to create
- + Balancing becomes a lot easier with a 1-4 GP count range (for example) as opposed to having 1-7 GPs
- + Not just that, but much more interesting things can be done when we only need to focus on balancing for smaller numbers
- + Subsequently, the "fun" factor wouldn't change so drastically based on player count (it also varied somewhat level by level in OW)
- + Matchmaking with friends becomes easier as you can get a full game with fewer people
- + Getting a full game in general becomes easier
- + The OP would rotate much faster with fewer players (very important for IA! since our rounds are longer)
- + Each GP can have a role as we wouldn't have trouble scaling Roles based on player count
- + Other aspects of Roles wouldn't need to change: up to two special roles selected by vote at the start of a section, with any remaining players receiving a default role on section start
- + Team composition would matter a lot more: each player will make a difference
- + Would the game feel less epic with fewer players? Likely the opposite: one player's actions will have a bigger impact
- + Furthermore, battles will be more intense and last longer (as opposed to several players gunning down enemy troops within seconds)
- -- Existing OW players might not welcome the change (at first?)
- -- Players disconnecting would become a slightly bigger issue (or at least one we'd need to handle)
We feel 4 is a good number. What do you think? Vote in the poll and be sure to leave us some feedback, too!