Karl Streiger, on 10 September 2013 - 02:45 AM, said:
Have read some where that the Clan weapons should never had such long range. However I dunno where i read about this.
But given that idea:
Clan - favors 1 on 1 engagements. That mean - the Mech is optimized for single combat: it dosen't need to stay long in the field, its designed to front load damage - for the cost of staying ability:
Could mean: all internal components are only half as though. Internal structure has only 75% HP.
LRM can not fire indirect.
Weapon only work till there effective range - and damage drop of to zero much faster. (for example ER-LLAS -> 750m effective range and a maximum range of 1000m (133%)
Ammunition per ton - is less (not because a ton of lead weights more as a ton of paper) - maybe because the reloading mechanism of the Reciver and Loading Mechanism can't handle much stress.
The clan range comes from better understanding and maintenance of the targeting computer systems. The actual range of the weapons are much greater than what we are familiar with in these games, as a focused laser is effective at producing heat along it's path until the ambient temperature of the planet sufficiently cools it to the point that it isn't. That means that something that puts out the 4-12 gigajoules of heat that a laser is described as doing in Battletech won't begin to register more than a 50 degrees Fahrenheit drop in over 40 miles, because the laser travels in the blink of an eye, and also can't actually be seen without a medium with just enough particle density to reflect but not refract, like smoke or fog. Missiles and Kinetics also have much better range and better accuracy today than they do in Battletech. So once again, the only explanation, and the one they give as cannon, is that there is significant degradation of the targeting computer systems for whatever reason, and while both IS and Clans have experienced this degradation, clan has a better understanding of the system, and can reproduce the software and hardware with less problems than the IS can. It still has had 300 years of attrition though.
Cancelling out indirect fire won't balance anything. All that will do to the game will make clan-tech-using players more prone to pushing the front line forward in order to gain LOS and stay in efficient range. In the end, they'll push their IS opponents away from coverage, because they can load more weaponry per ton than IS (making a melee fight suicide for the IS players), and then mass "SRM-20" the mechs retreating to the next cover point.
I'm not trying to be a doomsayer here and make it seem like PGI can't properly balance the fights, but your solution isn't it.
Tank, on 10 September 2013 - 10:56 AM, said:
Neg.
Was present in older topic of similar matter. After reading your topic, I wish to say that idea is good but, complicated - too many systems should be implemented in the game.
Just honor points and allowing to clans to deal with
dezgra - would be applied to those who is with a clan, but fought dishonorably. And give honorable clanners rewards for destroying them.
So far I see it as simple and elegant solution to make players respect clan rules, but not force them. Actions and their consequences will be fully at players hands.
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As much as I would also love to have a game that the players govern themselves in order to create balance, psychologically, it won't ever happen. Just like there will always be a police force, developers have to enforce any governance they expect to happen for balance purposes in the code and the core of the game.
The only system I can think of that will work on a real scale and still separate the clan tech from the IS tech and still create balance is the Battle Value system. Won't be perfect, but weight won't work at all, considering the tonnage to weapon ratio advantage the Clan have, limiting to LOS won't work, dropoff won't work (and isn't cannon, for you purists out there, as it will create the opposite of the tactics each faction is supposed to use), and making the weapons nearly identical is just a waste of time as the clan mechs still have more variety in what they can bring to the table making it just as unbalanced as before.
Battle Value balancing, making both teams decide on a battle value (or is randomly assigned by the server) and then choose the mechs to drop with accordingly prior to match start, but after clicking launch, is far more effective. Both teams can then expect X overall firepower from each other, and there doesn't have to be any weight mechanic, just ELO and Battlevalue.