Smith Gibson, on 17 May 2015 - 05:20 PM, said:
Basically my only hang up is that a purely Usage Percentage based system wouldn't take into account the full variation within any single 'Mech Chassis. If 90% of players using a particular chassis were to uses nearly identical builds, but 10% were to use the current meta chassis with a non-optimal build they would still have to pay the same drop deck cost, even though they are not bringing the "same value" to the match.
Right. The dynamic approach proposed by myself and Roland would result in diversified mech
variant usage, but not necessarily diversified mech
loadouts.
Yes, I'm sympathetic to the idea that dynamically diversified loadouts would be nice, too. For one thing, it could replace the ugly kludge known as "ghost heat." I don't think it's
necessary, for reasons that Roland explains in depth (e.g. variant selection theoretically captures all the valuation info). However, one could imagine a scenario where the metagame were made up of a glorious menagerie of different mech variants... except maybe they were all just stuffed full of as many large lasers as possible, because pretty much any mech can mount them and contribute to a coherent team approach to focusing fire in a deathball. That'd be pretty boring too; even tho the metagame would no longer be dominated by STK4Ns, it could plausibly turn into a tedious affair of trying to build every chassis into the best 4N imitation possible.
The problem is that the work of developing a dynamic system to handle loadouts is far more complex than handling variants. Moreover, the work of using
static mechanics to balance weapons systems against each other is theoretically less troublesome than trying to statically balance variants (for one thing, there are fewer kinds of weapons than variants to be balanced). So I'd be inclined to implement dynamic balancing for variants and let PGI continue to try to balance weapons statically, at least for the time being (e.g. if LgLasers are too dominating, implement weapon system nerfs/buffs like shifting back to ghost heat on 3+).
In any event, the first thing that needs to happen is for the basic concept of dynamic usage balancing to be understood and incorporated into future visions for the game, and that's why I wrote the story, to express in a maximally entertaining way what Roland had already broken down in a technical fashion.
Smith Gibson, on 17 May 2015 - 05:20 PM, said:
I'm trying to work out how to make the Usage percentage based on each component within the chassis as well as the chassis itself. That way I can play what ever 'Mech I want to play and the game won't punish me for playing a non optimal build of a meta chassis, or reward me for playing a near-optimal imitation squeezed into a forgotten chassis.
Even if a dynamic loadout balancing system were worked out, I'd have a bit of an issue with its battlefield plausibility. One as yet unstated reason I crave dynamic
variant balancing is that it would create a "realistic" diversity. In the "real" Inner Sphere, mechs are not producible on demand; there are only so many FS9s or TDRs to go around, and there are some UM-Rs out there whether or not anyone really prefers to deploy them. "Realistically", everything would get used, with stronger variants deployed when possible and weaker variants filling in the gaps.
However, nobody would "in reality" purposefully build any variant with suboptimal loadouts, because not only would it not perform as well, it wouldn't even really help conserve resources. While mechs were very scarce, weapons weren't as much of a problem. Of course, you could decide to deviate a bit from lore and implement a logistical framework that forces players to economize on weapons as much as mechs, and then use that as a basis for dynamic loadout balance mechanisms. I do think that's somewhat intriguing, and was thinking maybe I'd play with the idea in my planned future chapter on logistics.
My initial thought on how to structure dynamic loadout balancing would be to first calculate the percentage of a mech's weight that is dedicated to each category (armor, engine, equip, energy, missile, ballistic; ammo weight lumped with the corresponding weapon; heat sink weight possibly divided up proportionally to how much HPS each weapon category produces in the loadout)... but then the question of how to balance usage of those categories starts boggling my mind. Would you balance a given loadout against the loadout proportions in use on that variant, or in use across all variants? More troublesomely, how exactly would you weight a loadout's variation from the median proportions and weight its dropdeck cost accordingly? It seems awfully complicated.