Zaptruder, on 06 March 2013 - 11:06 PM, said:
At the indivdual level, Inner Sphere mechs are never going to be balanced with clan mechs one on one. The lore isn't like that, the TT rules aren't like that, and for the sake of retaining that interesting dynamic, this game shouldn't be about that either.
At a tactical level, the easiest solution is faction based. Clan teams and Innersphere teams completely segregated. That'll allow us to have 4v8, or 5v8 or 10v14 or whatever ratio the gameplay guys determines is most appropriate.
The problem... exists at the meta level. The reality is, players are going to be both clan and innersphere players.
But players naturally prefer feeling a sense of superiority; choosing the more powerful mechs (not necessarily the most powerful, but ones that are certainly competitive at a 1 on 1 level with the most powerful; so in current game terms that means mechs that have been fully upgraded; ES, Ferro, DHS, XL, etc as appropriate).
So even if players are able to play both factions on the same account; it creates a metagame problem where players end up in their clan mechs most of the time.
So how do you solve this? How do you incentivize players to climb back into their innersphere mechs to restore a metagame balance; where you can still see an equal number of clan and innersphere players?
The solution might not be too far away at all; the developers have already mentioned they're planning on incorporating a "Dropship mode" down the line; where players queue up multiple mechs and drop again after the one they're in blows up; until they run out of mechs in their queue.
Taking that and applying it to Innersphere mechs... while the mech power doesn't go up, the player power goes up instantly. Suddenly, there's a large incentive to play on the Innersphere side if you're a personally competitive player; because you get a free life!
The upside of this solution is that it will gel quite well with mechanics to be introduced, the lore and the general asymmetrical feel of innersphere and clan mechs, without creating unnecessary and arbitrary rulesets (like enforcing zellbriggen).
In the projected timeframe of clan mech launch; 12v12 should already be out.
If it's a clan v innersphere match, you could have 10 clans vs 12 innersphere; keeping in line with the lore based cluster of units.
The reason you'd do 10 clan vs 12 innersphere is because having a redrop isn't equal to having 2 mechs; it's somewhat less, due to the fact that you'll be out of place when the redrop occurs; your team will be getting cut up by Clan mechs and it'll take a few moments for you to reach the front lines again for reinforcement.
So it'll create a intersting gameplay dynamic, where the first wave of IS mechs are there to soften up the clans as much as possible; while the objective for the clanners are to cut down the IS as swiftly as possible without compromising their battlefield endurance (ammo/armour/consumables)... and when the second wave gets on, then the real fight to the death begins; fresh IS mechs against weakened clan mechs.
10 v 12 = dead inner sphere.
Ratio should be 5:8 at a minimum, which would be around 8 v 12 to make it vaguely fair.