Admittedly. the Medium Mechs thread and SRM Cat thread prompted this post. But, since the game can't be just divided into two halves, under what pretense should the game be balanced? Personally, I think it should be balanced around 8s and with competitive play in mind (8s simply because it's the highest form of competitive play currently).
I realize that it is likely (at least while the game is still healthy) that the majority of the playerbase will always be Lonewolf PUGs and/or just a few friends grouping together. However, those kinds of players are usually interchangeable, meaning that they usually play for a [little] while and then move on to something else. Please don't misunderstand though, It's extremely important to accommodate them and I'm completely in favor of putting in game mechanics (like Elo, and to a lesser extent this recent individuals event) that do just that, but at the same time you need to have that deeper level of gameplay.
I think in order for the game to be successful, especially being a F2P model, you have to have a strong base of players that can just hop in, play, and hop out; whenever they feel like it. That very well could be the whole game for them, and that's fine; the game should be accessible enough for them to do so.
Then you'll have the ones who get more invested. Maybe they catch a competitive match replay (or shoutcast, hint hint, in fact I think there's playoff games coming up shortly for a certain league?), join a unit, or even just get individually invested/competitive and want to better their play. The point being, if there's nothing to shoot for the game won't thrive, and likely won't survive in the long run.
Anyway, the focus has to be on the competitive scene, and I believe the rest will kind of surround that core, so to speak. I also believe that balance will come from being provided with meaningful choices (i.e. as many viable options as possible). One could (and people have) point to the Extra Credits video reference (a few of them, actually), and that's not a bad thing.
There's definitely a lot of important features PGI have yet to implement (private matches, a reconnect feature, in game training area, [better] chat rooms, CW, to name some), but inevitably the entire game will come down to balance, or in the case of unfortunate games nobody plays anymore, lack of balance. I think people underappreciate that fact.
For the attention/time deficient,TL:DR, just read the first and last (two) paragraph(s).
edit: Added the 12s to title to make it more clear.
Edited by TopDawg, 26 February 2013 - 05:47 PM.