LackofCertainty, on 10 June 2012 - 03:45 PM, said:
I can say the exact same for your idea here though. Your suggestion doesn't stop boating or min/maxing in the slightest, it just punishes people for experimenting. If people are min/maxing, they don't need to do a bunch of modification. All they need to do is plan out the "perfect" mech and then make it. (or more likely go online and look up the perfect mech and then make it) So your idea only really affects the people who want to tinker while being completely ineffective against what you say it's there to stop.
Munchkins don't build their character/mech by experimenting with a chassis over and over, they build it by getting out all their reference materials and looking through them till they find a theoretically breakable mechanic. My DnD group has a powerbuilder in it, and he doesn't come up with characters by playing games with them and then tweaking, he comes up with a build by checking the math on it till he finds the highest possible numbers and synergies.
To sum it up, a delay/increasing cost on Mechlab wouldn't hurt powerbuilders; it would only hurt tinkerers/experimenters like myself.
Hmm... I totally understand your point, and I'm having to work to come up with arguments to it. So here goes: I don't have a lot but optimism to back this up, but I think part of the problem you're describing is related to the god-awful balance that has plagued previous Mechwarrior games. Lasers, for example, were utter absurdity in 3 and 4 with their pixel-perfect accuracy and instant massive damage.
If I operate from the assumption that PGI has actually managed to strike a great balance between all weapon types and actually made 'inferior' weapons finally useful (looking at you, AC/2), I would like to imagine that people going for a 'best build' would still be limiting themselves in an exploitable manner.
The reason I sought to punish people for visiting the mechlab constantly and making ceaseless changes is to:
- Remove the ability to freely float limited parts between various mechs. At some point, you have to pay. I'm a little surprised PGI is even okay with this, as this is just letting you save tons of cbills for only a little bit of effort.
- Discourage flavor-of-the-day boating.
I don't know if it's even possible, but I wouldn't want to see a snow map come up, and then someone goes 'omg brb' and guts their centurion and then it comes back toting a huge energy arsenal. And then a lava map comes up and the same centurion - just one mech he owns - is not wearing a totally different loadout.
I want to encourage people to pursue more generalist loadouts, as they will have to have a mech prepared for ALL situations as they will not have the luxury of being able to go 'Oh they have a bunch of long-ranged mechs? Hang on, my Raven has two missiles slots, let me bolt a couple LRM-20s in there'. So instead they'll go 'what if I encounter enemies that outrange me? I should put an LRM-10 over here so I can harry them without putting myself in immediate danger'.
Generalist loadouts give the game a bit more depth, require more planning (versus going 'PPCs are easy to use, let's just pour those in so all my weapons have the exact same range and ballistic profile'), and make the game just look better.
I suppose a truly balanced mechwarrior could see generalist roles arise as boating would be mitigated, but a balanced Mechwarrior has - let's face it - never really existed so history is more likely to favor boating in my eyes.
Edited by Frostiken, 10 June 2012 - 04:01 PM.