Khanublikhan, on 16 May 2013 - 08:47 AM, said:
The developers have not asked and answered the following questions:-
- The role(s) of a light battlemech are [.......]. The game mechanic(s) of [.......] support these role(s).
- The role(s) of a medium battlemech are [.......]. The game mechanic(s) of [.......] support these role(s).
- The role(s) of a heavy battlemech are [.......]. The game mechanic(s) of [.......] support these role(s).
- The role(s) of an assault battlemech are [.......]. The game mechanic(s) of [.......] support these role(s).
I would argue that the role of each mech/variant is already inferred by its stock design. The problem stems from the fact that design intent doesn't necessarily translate to fun in a real time semi-skill based game. On top of that, the design intent goes right out the window due to the ability to change the design on a whim and even more so with the addition of hard points compared to the stock builds or when a part of the game (infantry) aren't represented in game.
So, that brings us to your proposed suggestions for role benefits. I like some of them while others can't/won't exist with the addition of hardened targets, etc. I agree that there needs to be more in game to be rewarded for other than standing on a base, looking at a target that happens to have missiles fired at it, doing damage, or saving someone from getting killed/capping your base.