from a "Fluff" standpoint the clans are simply more advanced technologically speaking than the inner sphere. the inner sphere if some of you remember "lost" a few centuries of technology after the forefathers of the clanners left the sphere. the sphere went into a state of regression while the clanners were free to develop a bit of tech, not to mention if you get all the math worked out the clanners actually have a good 300+ years (some fluff buff may say it's around 320 to 340 depending on the clan, but that's for the fluff buffs). in a sense it's like comparing America today with all of our advancements to America during the civil war. it's not relay no contest, cival war tech is brutal and efficient, and it kills like nothing else dont get me wrong. anyone wants to disagree with me on that and i'll show them the results of the parrot gun. mind you this bit is a tad off, a closer example is like Nazi Germany to the allies, war excluded in this bit and purely on a technology standpoint comparing tech. Germans had the first stealth aircraft, first effective hospital system, and first designs for some rather interesting designs for rifles, pistols, ect... oh yes and they had the nuke first but couldn't produce it due to logistics reasons... if there are those out there thinking America actually had the first stealth aircraft i would recommend going to your local library and requesting the declassified section of the paperclip files from the CIA/FBI... and no i'm not joking on this, yes the government actually called a program for scientist relocation paperclip.
but onto the clan bit, they have better tech because for a long time, one side was in a state of technological stagnation/regression while they had time to advance a bit. it's better for the same reason a famas is better than a british musket from the revolutionary wars, time.
is it fair? oh by the emperor of 40k no. but ask yourself, is war fair? nope not in the least. it's all about having the bigger guns. and while the clans are more technologically advanced, the only things keeping them from decimating the inner sphere is A infighting between clans (big factor there) and B the inner sphere outnumbers them to a point it realy ends at a stalemate. sure one clan mech can take down maybe 10 sphere mechs with an average pilot, but the sphere will literally send hordes of mechs. well that and drop ships still hurt when they land on you (pulled that off in table top modified rules for occupation and planetary invasion)
to sum it up, in war, there is no such thing as a fair fight, anyone who tells you otherwise is just candy coating it for you. your objective is to kill your enemy, not hold their hand and take them to a tea party.
so given all of this, and given the timeline for some decent clan activity is just about a year away or so... how do i think they will implement this in game?
VERY CAREFULLY. the clan stuff is possibly going to be expensive as all get out, (not real cash expensive but in game cash) and will most likely require a certain level before you can purchase it, so that you have to tech up to the clan tech. now as previous posters here said, clan tech has a critical disadvantage... that my friends is heat so bad you dont even need a bonfire to make smores, all you need to do is pull the trigger once and badaboom badablat you're cooking.
now fluff wise the mechs of the clans had excessive amounts of internal mods, different parts, and if you even want to call those stock, you're a better lier than most politicians. so i suspect a term will come out for optimized mechs that have heat regulators in just the right arrangements with weapons that will be called "clanner mechs". saw this in MW4. (no not modern warfare 4... even thinking that it's going to get to that point makes me want to vomit, i'm talking about MechWarrior4) depending on what servers or mods you were running.
so how will they implement clan mechs in game? no way to tell without a thorough analysis of the system. i may have 4 years schooling in game design but i cant give you a definitive answer on how they will do it without looking at the system and testing the heck out of it. now mind you if i was a tester i couldn't tell you due to the whole NDA thing, so even if i say i'm not only way to prove that is asking one of the devs who have the master list... but alas i am NOT a tester... not that i'm dumb enough to break a NDA... but i suspect that the heat generation will be far too high and the requirements will be far too high to mount any more than possibly a single clanner weapon on a mech and have it be effective. i mean sure you can run a musket build but have fun waiting around for 30 seconds while your mech cools off, mind you with a musket build whatever you hit is dead... trick is hitting it, because if you miss, you're screwed.
as they say, only time will tell what they decide to do. looking forwards to running my ork build again though.... scout loaded up with a bunch of machine guns laughing at everyone trying not to get blown up... silly yes, effective, yes... recommended? uhhh not unless you're as crazy as i am.
Edited by Dasomen, 20 June 2012 - 01:50 AM.