Ordinance drops are, by far, the biggest problem in matchmaking in my eyes for several key reasons. The first is that they don’t just require the most important concept of P v P to be obtained: killing an opponent. A person can accumulate however many points – without penalty – by being a hindrance rather than a benefit to the team. Now this in itself is not really a problem until the first ordinance is dropped AND has been selected. It’s at this stage however, where the main problem lies.
Map understanding is – or was – a critical component in online matchmaking. The team which held the key positions, memorised the respawn times, and were able to get those weapons were objectively deserved of them. If you allowed an enemy team to get easy access to every power weapon on the map, then that wasn’t really a problem with the game, it was problem with how well you and your team communicated, or rather, a problem with the lack of map understanding.
Enter the ordinance phase, where it all comes down to probabilities. Probabilities: a phenomenon which calculates the possible outcome of an event in relation to amount of events possible. The way I see it, is that you can’t calculate or objectively know what a player will get, or where, in an ordinance drop, and this is different to knowing where a weapon will spawn and at what time it will be there (the old system.) You can memorise the percentages or likely hood, but you can’t willingly know what drop a player will get and choose, meaning that memorising this becomes redundant, because you can’t apply it to the game effectively, as it requires too many uncontrollable variables to be correct.
Every Infinity Slayer of game you’d be going into, you’d be going in blind when it came to what weapons would appear on the map and throughout the game at different points in time. This meant that the skill gap would lower to effectively compensate for those who weren’t bothered to learn such mechanics of a map.
Even COD’s approach has some form of logic. IIRC, COD relies on having set objectives and one SET reward at each set. More importantly, these “drops” would have to be achieved without dying. This in essence does three things:
- It rewards a player who has the ability to go on a killing streak compared to someone who goes negative.- It’s totally independent on the number of points you earn/what medals you get. - A player who takes the time to understand what a player would get at what level could prepare for what would occur, giving them a deserved advantage.Even so, I don’t like the idea of such a system, as it gives some form of double-standard and there are far better ways to reward players for playing well.
Possible Solution: Get rid of them? Make them only contain the primary weapon you start with?
Any thoughts you guys have or might like to add?