Mix Queue
Intro
A new solo matchmaking based loosely on TFT's battleroyale format.
A lobby is made of 9-12 players. Each player has their own Match HP (temp name) which is a meta-hp value not directly associated with their Combat HP. Players play 1-3 rounds of normal combat (numbers pending finalisation of the standard ranked game mode). After each set, players are shuffled across teams to create a new unique combination of players. Each team is guaranteed one healer. Players lose Match HP depending on how badly they lose each round of combat (number of players left alive, additional stats TBD)
When the number of alive players has reached 6, the players are seeded into two final teams based on their remaining MatchHP, they then play a final match (bo1-3 depending on game mode).
The 3 winners of the finale take joint 1st place. The 3 losers take joint 2nd.
Additional rating is granted depending on Match HP value achieved going into the finale. This allows seeding to focus on creating a balanced finale (not 3 highest MatchHP vs 3 lowest). As if the highest MatchHP player going into the finale ends up getting "2nd", their equivolent rating increase may rival or even surpass the rating of a low MatchHP player who got 1st (if the difference is drastic).
TFT's MatchHP UI
Edge Cases
There are many small edge cases to make this work:
If two players run out of MatchHP on the same round and reduce the alive player count to 5, one of the two dead players must be resurrected to participate in the finale.
If we allow Duo queueing e.g. two players join together, should we consider them an inseperable unit? If so, it significantly complicates the mix ruleset and will require matching duos to duos in the same lobby to keep things balanced.
Created On: Monday = this.file.cday
