Reto brought up a good point here about players requiring a point system in order to balance Lockdown teams. However, I disagree with his method, and my method is kinda a bit too chunky and independent to work with his thread.
I thought I’d go with a method that has stood true for balanced games for the past 30 years: the Warhammer point system.
However, in this case, the player equipment decides the team’s “point quota”, not the other way around.
What happens is, every loadout is assigned a point value. This point value is comprised of what star rating the equipment is, what UVs they have, and how many trinket and weapon slots are open. Note that if a player has more than two weapons, only the two weapons with the highest point value are calculated towards the loadout’s score. (as per the current loadout tier rating system) In addition, there's a base value which differs per tier. This is because even a weaponless, armorless player can cap and distract.
Next, when the player enters the lockdown match, the server adds each player’s highest point value loadout that is marked for PvP to a match total. Dividing this match total by two, the server then assigns players to a team in a fashion so that the teams equal approximately the same point value.
(This would be calculated by the server arranging the teams in each of the hundred or so combinations, taking the difference between the point values of the teams in each scenario, and then sticking with the one with the lowest point value difference)
This system would prevent the player “hiding” their point value if they entered the game in proto (if current gear value was taken), players from being assigned an overinflated point value if they had too many loadouts marked PvP (if sum of loadouts value was taken), or players from masking their true skill (if average point value of loadout was taken)
This can bring up a new sort of tactic where unequipping things you don’t need allows your teammates to have more equipment. And if a 3 star player wanders into a Tier 3 match, they’re not dragging everyone down.
Here’s a basic idea:
Point Table 0* 1* 2* 3* 4* 5*
___________________________________________
Base Price 20 20 50 50 125 125
Armor/Weapon 10 15 30 45 70 100
+Armor UV 1 1 3 4 6 8
+Weapon UV* 1 1 3 4 8 10
Def/Res Trink - - 3 4 6 8
Mod Trinket - - - - 10 30
Hrt Trinket - 10 25 40 60 80
*does not include family bonus UVs.
Here's an example of some player point values:
Point Table 0* 1* 2* 3* 4* 5*
__________________________________________
Stock (1weap) 50 65 140 185 335 425
Stock 60 80 170 230 405 525
Stock + 2Hrt 60 100 220 310 525 685
OMG triplemax* 100 140 340 470 797 1037
*A player with two heart pendants, triple max UVs on both their armor, and double maxes on their two equipped weapons.
Additionally, a modifier is applied to this point value based off the Win/Loss ratio. This way, people aren’t always stuck on the losing team, because eventually they’ll be placed with players who win a lot, or have a lot of good equipment.
It also means that people aren’t always stuck on the winning team, even if they’re not contributing: eventually they’ll be placed in a not very good team to “carry” them.
As an anti-exploit, if a player's losses are greater than their wins for a third consecutive win, their win/loss ratio will reset to 1:1. The same goes if they lose three times in a row when their wins are greater than their losses. This prevents a player who has been carried through far too many wins to be weighed too highly for too long on a losing team. It also prevents a decent player who has lost too many games stacked against them from being then stacked themselves on an overpowered team.
Now, of course this would apply to Random Lockdown Teams. But what about Guild Lockdown?
Since these numbers are somewhat arbitrary, and not perfectly accurate, if the developers decide to hide this system in the code, to show how Guild Lockdown Teams play out, in the lobby of the match a indicator will show up to display how the teams are stacked. If the team with the most points is not more than 10% more well equipped than the other, the indicator will say "balanced". Between 10-20% difference, the indicator will say "slight disadvantage/advantage". From 20-30% the indicator will say "moderate disadvantage/advantage" and if the highest point team happens to have 40%+ more points then a "strong disadvantage/advantage" indicator will appear.
As a simple alternative, the team point total could just simply be shown for both RLD and GLD.
TL:DR
Each player is assigned a point value of how much crap they have in their best loadout, and multiplied by their win/loss ratio. The lockdown match adds each player’s point value up, and then assigns them into teams so the point value is the same.
Players with triple max UVs will still have an edge in one on one combat. But now they all won’t be on the same team.
Here is a better idea to balance lockdown: No UVs, No trinkets, No homemade weapons and armor.
That way it is actually about skill and not about who has the biggest GF and DA.