- Imbalance in mech types. Why use medium when assault rolls better most of the time?
- Weapon inbalances. Some guns are plain better than others.
Introduction of clan tech has great potential of making these flaws even worse. And all PGI's doing is introducing crutches like ghost heat. Why use a crutch and painkillers when there are ways to heal the wound completely?
On the other hand we have Community Warfare coming to us later this year. It should become a pinnacle gameplay type for MWO. Some kind of endgame content. But looking at current MWO state makes you loose faith that it will be implemented in quality way.
The major concern is PURPOSE. Capturing and owning planets, making your faction hold more ground than enemy and things like that should provide appropriate pilots clear bonuses and advantages. But right now we have dead end economy. I have 50+ mechs and 245+mil c-bills. So what if I'll get 10% or 100% more c-bills than usual if my unit will hold some planets? Why should I even care if I have enough already just by playing at random queue?
The only good answer I have for all of the above mentioned problems is MAKING A BETTER ECONOMY. Below I'll show my fantasy of an example which imo can help mitigate many negative outcomes of design flaws.
Before I'll go any further I'd like to state one thing clearly. It's PERFECTLY FINE for some weapons and mechs to be imbalanced by pure technical stats. Many people enjoy finding such things and wielding them. Others enjoy killing those "cheese lovers". Tech imbalance provides FUN for people. There should be no total similarity in all guns.
Every power should have a price.
Ammo - price for every shell&missile. Rearm after the game for c-bills.
Mech components - price for every tonn of armor. Guns, structure, anything spent or damaged in battle should be repaired for c-bills.
All prices should be totally rebalanced with things written below in mind:
1. Medium mechs - main battlemechs. They should be cheapest in R&R with the target of making 'em most profitable mechs in the field. Wanna get some c-bills? Ride a medium into the battle. You get some profit even if with 50% of victories and without premium.
2. Light and heavy mechs - next price/performance category. They eat more c-bills in R&R than mediums. If you run 'em with 50/50 W/L and no premium you won't get any profit at all.
3. Assaults - expensive badasses. If you play on them and get 50/50 W/L you'll loose more c-bills than you earn and eventually you won't be able to repair it and play again. Even with premium.
4. XL engines, endo steel, ferro-fibrous, artemis - all those upgrades increase the cost of R&R. Wanna pimp your mech? Get your c-bills ready or play good with better than average win % .
5. Say no to "you pay for 50% ammo and the rest is free". Adjust prices accordingly and make it "player pays 100%". There should be no loopholes like with artemis ammo in CBT.
I'll repeat again. All and every price should be looked at and changed appropriatly to fit in the new economy. Match rewards should be rebalanced accordingly as well. Wanna run in you favourite AC40 jager? AOK! But better play good and win alot because that XL300, 2*AC20+ammo on heavy platform will cost you when some blackjack on standard engine with 6mls will wrack your back. No need for ghost heats or other difficult stuff when mr c-bill can balance it all.
Same goes for future Community Warfare. Strong factions that are winning and taking more territories will get more c-bills and will have less problems with R&R riding better mechs. Wanna try to take a planet? Get your 12 assaults ready. Lost your invasion? Well your pilots just got nasty c-bill hit in their wallets. You won't be able to mass invade if you don't have enough money. On the other hand strong successful units will get more income to support further battles. And it will require skill to defeat c-bill fat opponent if you have less economical resourses. That provides challenge and competition. Challenge and competition = fun.
Suddenly there's no need to create difficult systems to balance clan tech. It's the most expensive after all so it could be better than sphere tech. Just make sure that IS mechs are able to equip clan stuff as well.
This model is good not only for players (balance) but for PGI as well. Some players will always want to cover their losses with $. They will get more MC to convert it to c-bills to repair that favourite assault they run with 40/60-50/50 W/L but still enjoy riding. Need for better mech profitability will raise demand for hero mechs as well. And all that still won't be "pay to win", only "pay to cover losses".
Noobs aren't a problem at all. Make first X (10. 50. 100, ??) number of battles free of R&R and that's it. They'll have enough time to learn the ropes with no losses.
I perfectly understand that my ideas are nothing more than well... ideas . I'm not trying to look smart here. And I don't want to do the work for PGI and crunch all the numbers for them. It's their work, I'm paying 'em for it. I just want to say it's possible to balance mechs&weapons via other means than direct buffs&nerfs to their technical stats. And it just happens so that those "other means" play good with future Community Warfare. Other successful online games have already proven that those economy models work fine. Why aren't we using them?
Edited by Alexander Malthus, 23 January 2014 - 03:56 PM.