Hey all, so this popped into my head the other day, and I was just discussing it with another MWO player on how to implament and balance the Clans.
Basically, in your mechbay, you can select up to 2 mechs. One Clan, One IS.
Then there would be three ques.
Clan vs IS (10 v 12)
Clan vs Clan (10 v 10)
IS vs IS (12 vs 12)
And under advanced matchmaker options, you could be in que for one or two ques, or you could have matchmaker throw you in wherever it can fin d a spot for you first.
-And if you want to play as either specifically Clan or IS, you only ready up one mech in your mechbay.
Thoughts and opinions?
The only downside I can see is that it could possibly split the playerbase.


Balancing The Clans Idea
Started by ColdPsyker1, Sep 30 2013 06:17 PM
2 replies to this topic
#1
Posted 30 September 2013 - 06:17 PM
#2
Posted 30 September 2013 - 08:43 PM
Well for starters I don't like the 3 ques. They are trying to best balance the IS vs IS (12 vs 12) as it stand now. I'm sure 2 more ques would split the player base and make ques a lot longer.
So I'm far from an expert in TT rules but since this is a simulator, why do they need to make (clan weapons aside) clan mechs different from Inner Sphere mechs. Use hard points to determine load outs and use the art assets to make a Shadow Cat look like a clan Shadow cat.
Now my question will be; is the clan tech (mainly weapons) the big balance issue? I know clan heat sinks and such are an issue too.
So what if PGI treats the IS and Clan mechs the same way. What I mean is let both mech types be able to equip clan tech and let clan tech be viewed and another tier of weapons to obtain. Now to unlock the clan gear, one needs to earn XP and use it in the Pilot Lab and unlock the ability in the master trait of the Mech Tree. I don't know say 45k for say something called Black Market Pass or what ever. This in turn unlocks a module that takes up 1 or even 2 module slots of any given mech and has a cost of say 6 or 8 million C-bills. The pilot has to 1st equip the clan module and say it turns red or yellow once the mech has clan weapons on it. And the module can not be removed until all clan tech is off the mech. So that's the trade off, give up module space to equip clan tech. A lot of games have tiered weapons from normal to unique to legendary types. So why not have clan tech as top tier and one has to just work for it, be it an IS or a clan mech.
So another question would be, does IS and Clans have to be so different like say Humans and Orks in other games. And have different skills for each race as well? I personally play mechs that I find appealing to me, whether it be looks or play style. Some people are really into the lore and like IS mech only. Well, would an IS mech with clan ER medium lasers be heresy.
Maybe.
And maybe this is just an easy way out. Not saying it's the best or even a good solution to address the Clans but it's my 2 bits.
well that's my view on a possible approach on clan tech. Let both sides use them, use XP to unlock them and one has to give up module slots to equip them as well.
Thoughts? And let me know if that is completely wrong and the SI and Clans don't work that way. Again I have never played the table top so the rules could be a complete 180 of the idea.
So I'm far from an expert in TT rules but since this is a simulator, why do they need to make (clan weapons aside) clan mechs different from Inner Sphere mechs. Use hard points to determine load outs and use the art assets to make a Shadow Cat look like a clan Shadow cat.
Now my question will be; is the clan tech (mainly weapons) the big balance issue? I know clan heat sinks and such are an issue too.
So what if PGI treats the IS and Clan mechs the same way. What I mean is let both mech types be able to equip clan tech and let clan tech be viewed and another tier of weapons to obtain. Now to unlock the clan gear, one needs to earn XP and use it in the Pilot Lab and unlock the ability in the master trait of the Mech Tree. I don't know say 45k for say something called Black Market Pass or what ever. This in turn unlocks a module that takes up 1 or even 2 module slots of any given mech and has a cost of say 6 or 8 million C-bills. The pilot has to 1st equip the clan module and say it turns red or yellow once the mech has clan weapons on it. And the module can not be removed until all clan tech is off the mech. So that's the trade off, give up module space to equip clan tech. A lot of games have tiered weapons from normal to unique to legendary types. So why not have clan tech as top tier and one has to just work for it, be it an IS or a clan mech.
So another question would be, does IS and Clans have to be so different like say Humans and Orks in other games. And have different skills for each race as well? I personally play mechs that I find appealing to me, whether it be looks or play style. Some people are really into the lore and like IS mech only. Well, would an IS mech with clan ER medium lasers be heresy.
Maybe.
And maybe this is just an easy way out. Not saying it's the best or even a good solution to address the Clans but it's my 2 bits.
well that's my view on a possible approach on clan tech. Let both sides use them, use XP to unlock them and one has to give up module slots to equip them as well.
Thoughts? And let me know if that is completely wrong and the SI and Clans don't work that way. Again I have never played the table top so the rules could be a complete 180 of the idea.
Edited by Rushmoar, 30 September 2013 - 08:47 PM.
#3
Posted 30 September 2013 - 08:46 PM
They could just make the clan weapons better on paper but not in practice. For example, doing more DPS than their IS counterparts, but over time (say... autocannons could fire in bursts with their damage divvied up amongst the projectiles. lasers could have a longer duration, etc).
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