Mar X maN, on 14 March 2013 - 02:27 AM, said:
Phew. Made all the way through. Some good stuff there. Not going to recap or summarize, but I liked what I could agree with mostly. Now my two cents are, why do we need balance at all?
There are some of versus games that get away with having asymetrical teams. Left 4 Dead and Aliens Colonial Marines for example. They work because they force players to actually play both sides. Though there are some that refuse to play the less favourite side it still generally works out. There could be a counter implemented that goes maybe up to 10. You get to play a clan mech 10 times in a row but then you have to play an IS 10 times in a row to do it again. Every time you play an IS mech the counter is reduced by one. Maybe also make it 5 on 8 when its all clan against all IS.
side notes: I support
-mixed tech and IS/Clan tech according to SARNA rules
-Clan weapons being mountable on IS mechs
-Clans being overpowered according to TT rules
-Clan mechs being more expansive (1,6 times more would reflect 5 on 8)
-Clans LRMs being LOS only with faster lock on times (maybe equal to Artemis)
I object to Clan weapons being made artificially made less effective by heat or recycle times.
Zellbriggen / Batchall or other nonsense rules being implemented, except maybe through XP/C-Bill rewards/punishments.
Having to play "x" number of games in IS mechs is a good idea, but you would need to ensure that DCs don't count towards it.
There are enough legitimate DCs at the moment without having to deal with the increased volume that would be caused by this type of system.
It might also be good to make clan drops PUG only (at least to start with). Obviously some people will try and sync drop, but they would only get a percentage of their group being together, instead of a whole star.
I don't agree with messing with any of the clan weapon specs or systems of operation (like your suggestion about LRMs). Just balance them against other clan weapons and then have at it.