By consequences, I mean Expenses. Here is a quick list of expenses and why it might help:
- Initial cost of dropping by tonnage: This will reflect the space used in a drop ship, fuel costs, etc. It also serves as a balance mechanism to make players have to decide what mech makes sense based on their financial situation. Mecwarriors have to worry about the bottom line. Certain drops for factions can reduce the costs.
- Repair costs: We used to have this. It simply costs more to repair an expensive mech with more expensive armor, weapons, structure. Again, this would make pilots decide whether it makes sense to alwasy drop that D-DC or Stalker boat. Having a relatively high repair bill for large beam weapons would limit boating.
- Rearm costs: Another item we used to have. Missles and Ballistics were balanced in previous games by the costs or rearming them. Bringing this back will reduce the AC/Missile boating.
So, applying something like this would have a good effect by balancing how many times someone could drop assault mechs and actually make money. If players could make more money with lighter mechs, it would cause the player base to think more about what to drop.
Also, there needs to be more use for currency in game to balance the economy. The drop costs are part of that equation. Once CW comes in, maybe there are costs for fuel to get to a certain system. Costs for intel on certain worlds, etc.
This is all just food for thought on how to balance the game without resorting to just tuning weapon damage and heat.
Edited by Telemetry, 24 July 2013 - 05:17 AM.