I've read this thread in its entirety carefully, twice, and done my best to give serious consideration to each argument. Even the ones I despise. I am reasonably sure that instituting this change would be a very positive move for the game as a whole, and restore my personal faith and enjoyment in it.
Now, this thread has been derailed several times, so in an effort to remain on track, let's talk about the issue we're actually trying to solve:
In the current meta-game balance, players are rewarded with increased efficacy and performance by grouping many duplicates of the same weapon type.
If you don't agree with that statement, or feel like it doesn't accurately address the "issue," then we need to clarify it, or else we're just blowing around ideas without any real goal.
Assuming we can agree with the above statement, and agree that it is problematic for the health of the game, then I'll share a few thoughts. I don't profess any of this to be gospel, but I have put some considerable thought in to the issue.
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Imposing hard point limitations reduces choices:
This has been a common point of view, both in this thread and over the remainder of the forums. Anything that reduces
the impression of player choice is a decidedly bad thing. Players feel like they're most in control when they
choose to do a particular thing, and that thing leads to a successful outcome. And that makes people happy.
However, I feel like making limitations on some or all hard points in the game will actually lead to
more player choices. Although players could make
fewer viable kits with a particular chassis variant, they could
use additional chassis variants to perform particular roles.
The Hunchback 4G has long been the ugly duckling of the Medium weight-class. And the Yen-Lo-Wang is a fairly lackluster Hero. But if (most) 'Mechs in the game were brought down a notch or two, the 4G and YLW might actually stand out in a weight class that typically fields fairly nominal weaponry like medium lasers, machine guns and streak pods.
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Applying the OP's change prevents desirable boating:
This is patently false. What it actually does it allow us (us: the people doing the balancing) to more finely tune the jobs of particular 'Mech variants. It could end up being perfectly acceptable for a certain variant to boat weapons. The Hunchback 4P could stand out in its weight class as a 'Mech with a fearsome number of medium lasers, or one of the few 'Mechs in the 50-tonne range which can actually squeeze the hardware of a couple large lasers in to its shoulder pod.
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This change could actually increase immersion and the simulation qualities of the game:
If we were to hypothetically limit the raw number of things that could go in to any given 'Mech component, then the modelers and artists would find it much more practical to implement gun-specific barrels for other chassis than the Jaegermech. You'd be able to drill down your optics on a particular foe and gauge what he's using.
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The "current situation" is an epidemic which is going to get worse over time:
We currently find ourselves in a situation where no sane player would willingly bring out many of the available 'Mech variants. In fact, players presently get stuck gathering XP on 'Mech variants which they don't like, just so they can use the one that is actually viable on the battlefield. By all accounts, Piranha is going to continue releasing 'Mech chassis well on in to the future. Based on simulations of the past six months, it can be hypothesized that many of these new releases will fit in to one of two categories:
(A) The chassis/variant does the same thing as what we already have, but better. Old dog gets traded out for the new puppy.
We've seen this already, when certain CTFs replaced the K2, Jaegers replaced both, Highlanders replaced all of the above.
Please note: I'm not actively involved in the game right now, so if this is a colourful stretch, please give it some latitude.
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The chassis/variant does roughly the same thing as we already have, but worse. It's derided by many as a worthless addition to the game, poor use of developer resources, and the list goes on.
The Spider. Need I say more? I will: The Flea.
Adding an additional layer of limitations on the hard points would allow the developers the opportunity to bring some of these ugly ducklings back from the brink with a new lease on life. Other variants that literally have never been favoured in the meta could see use for the very first time.
In closing:
Imposing limitations on the players through hard points doesn't necessarily need to be a scary thing. The two all-important things that we should desire are:
- Enough choices that the game doesn't feel stale.
- Boundaries on choices so that we can't break the game.
These really go hand in hand. Choice without boundary will always get abused, and this leads to an unhealthy game and unhealthy player base. Some might call it "hard core," but what it typically leads to is a
small, insular community which quickly rejects anything that isn't already in the game, and
very high new-player retention, as beginners are unwelcomed by both players and punishing game mechanics.
I'm currently involved in three other gaming communities which are similarly symptomatic and they all suffer from exactly the same issues. Player choice is eclipsed by the fact that only a few actual options are sane in the meta. New players and open-minded vets are singled out and lynched by mobs of angry veterans who like it exactly like it is. The IP owners have difficulty holding on to new players because the game mechanics are difficult and punishing. Two of these games have been out for a fairly significant amount of time (like, out of beta for over a year) and have either had their time in the sun and lost most of their players (which is tragic) or never really reached the levels of success that they were slated for, which is really disappointing. I can't help but feel like MechWarrior Online is destined for the same fate, if the developers don't find a way to take away from us the tools of our own destruction.