Tits and Gentlemen,
What's the issue?:
Players are annoyed at the inconsistencies of the amount of classes in Battle mode ; Sometimes a whole team of melee players get ranged to death. Some other times they get rushed by cavalry. Other times they are hit and run'd by ranged cavalry, often at the end of rounds where few have the patience to wait until said person is able to be killed.
This results, as you know, to many rage topics asking to 'nerf' those classes which they consider overpowered ( which they doubtfully are)
Why does it happen?
It is easily noticeable that those scenarios do not happen simply because ranged or cavalry ( or melee) survived well the round ; It is rather due to the number of players playing that class in a single team in the beginning of a round.
White Team may have 30 melee players, 10 ranged and 5 cavalry
Blue Team may have 20 melee players, 10 ranged and 15 cavalry
On an open map, this equals to a 4-0 steamrolling for Blue Team. And a serious anal deformation for the White Team.
So how do we solve it?
The easiest way, in my opinion, would be to change the balance system so that it takes into account weapons and equipment.
This would result in teams which have ( roughly) the same amount of melee, ranged and cavalry players in them.
I will try to give an idea of how the code would look like (coders please look away if you do not want your eyes to bleed)
=If player( weapon category = OneHanded), "Melee"
=If player( weapon category = Bow), "Ranged"
=If player( weapon category = Bow) and (Use Horse = "Yes"), "Ranged Cavalry"
With such a (blunt) kind of code it would be possible to balance the teams based on the players equipment. The importance of the equipment on the balance would be, in my opinion, weaker than the banner balance, unless disparities in classes are great.
Cprg-ers, tell me what you think. If the idea is popular enough we can try to submit it to the few active devs left.