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Question About Clan Mechs.


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#41 Quaamik

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Posted 11 November 2013 - 03:37 PM

Look at it this way, lore or no lore – this is first and foremost a money making game. EVERY decision made about what to implement and how to implement it is going to be analyzed under that microscope. That said, we can make some assumptions:

1) They are not going to completely rewrite the game mechanics to accommodate an addition. That means that having to master three variants of a single chassis to gain improvements will not change. It also means that Clan mechs, if introduced, have to be incorporated into the existing mechanics without major changes to how combat and mech builds take place.
2) Game un-balance will discourage payers, causing them to leave and bad mouth the game. Since those are paying customers, PGI will not want to drive them away. Ergo, they will try to keep the game balanced.
3) Having Clan mechs that are played as computer opponents isn’t supported in the current game, and likely wouldn’t work well. It is unlikely (see #1). Having Clan mechs only playable by NPCs, top scoring players, or people above certain loyalty levels won’t work well as it will drive away (paying) players at lower levels. It is unlikely (see #2). Having certain Mechs limited to certain affiliations makes no business sense (why turn away money?) so it is unlikely. So we are left with either no Clan Mechs, or Clan Mechs available for anyone in the game.
4) Clan mechs are iconic to the franchise (battletech and mechwarrior) and are wanted by many players, so they will likely be brought into the game.
5) Because the requirement to master three variants won’t change, and because they need a way to differentiate “Hero” mechs (that people pay real money for) from regular mechs (that can be purchased with C-bills) there will have to be multiple variants of each chassis introduced. I’d guess a minimum of 4 (3 regular and 1 Hero).
6) The only ways to differentiate between variants now are number / type / location of hardpoints, number of AMS and jump jets allowed, inclusion /absence of ECM. AMS, ECM and Jump Jets are unlikely to change much from how they are currently implemented (except maybe a change to accommodate Clan laser based AMS). So variants are likely to STILL be differentiated by number / type / location of hardpoints.
7) If a mech has no hardpoints at all (just put whatever fits wherever), every variant of a given chassis is the same. So they are likely to have hardpoints. All “omni” hardpoints gives the same problem, so they are likely to have some regular hardpoints – or maybe most / all regular hardpoints.

Clan mechs can be made more powerful than others in their weight class without making them unbalanced. Capacities for weapons can be juggled. For example, having 10 energy hardpoints can be mitigated if structure won’t allow some of them to mount anything bigger than 1 slot (S laser or M laser). That way you don’t wind up with a 10 large laser or (God forbid) a 10 ER PPC mech. Heat load can further limit builds. Allowing more Jump Jets (still need the space / weight) & bigger engines (same issues) can make them faster but not hit harder. The additional weapons let them hit harder, but they are no faster. More flexible designs, but while they may make a 65 ton Mad Dog dominate over a Catapult, it won’t dominate over a Stalker. Higher costs (both C-bill and MC) can make them premium choices that people earn (or buy) their way into, while not eliminating players who don’t get them.

Clan mechs can be easily balanced in the game, without changing the 12v12 system. Weight balance the launches and have the computer count a Clan mech as 10, 20 or 30 tons heavier than they are. Clan weapons are the harder balance.

Some Clan weapons are going to be real hard to balance. Since C-bills are earned in game, and weapons are ONLY bought with C-bills, players will quickly upgrade to the best Clan tech weapons they can ear C-bills to get. That invalidates a LOT of time and effort into balancing existing weapons. I can see a few ways to do it:

A: Nerf the <bleep> out of Clan tech weapons. Not sure how you can nerf a Clan ER PPC without shifting around the current PPC / ERPPC balance with the rest of the game (as an example) so I don’t think this is the way it will happen.

B: Make Clan weapons ONLY available by buying a “Hero” Clan mech that has them. This changes the dynamics of the game and shifts it firmly into the Pay to Win category. Again, this drives away many players, so I don’t think it likely.

C: Introduce only certain Clan weapons, slowly over time and only the ones they can easily balance. Lore / storyline this could be explained that while Clan mech chassis have begun being made, few Clan weapons have begun being manufactured. More to the point, players would accept it because it didn’t unbalance the game – even with no reason given.

That’s my take on it. I have a feeling that when they introduce Clan mechs, it’s going to be 1 or 2 chassis a month, likely with “hero” versions available a month or so after the regular ones show up. Clan weapons will also be 1 or 2 a month.

#42 Randomm

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Posted 16 December 2013 - 06:51 AM

No doubt Clans will be difficult to roll out. Balance must be maintained or we will lose players. There is an acceptable level of "better" that can be attributed to longer time players or big pay players, but, it is limited. Having a completely dominating Clan mech in a battle will be unacceptable - no amount of "you can earn this too" will keep players coming back if all they get is decimated while trying to learn & earn.

Clan tech & mechs will have to be toned down and introduced slowly.

Everyone has bought weapons, tech and mechs that started out great, but, through expansion, patches and balancing turned "less so". Buying a weapon or mech and eventually selling it for something better is expected and acceptable to most players. Introducing the Clan ERPPC may cause a few sales of current ERPPC, but, that would probably be acceptable. Higher prices early, then declining, would keep the impact minimal at first. mimic "real world" economics and allow for an efficient transition.

On a different note completely: An interesting game play could be 8 Clan vs 12 IS.





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