aniviron, on 27 November 2013 - 06:53 PM, said:
I did mention in the post that you're responding to with this text that I think BV is a better balancing mechanic than tonnage. It's still not a great system though:
BV suffers from being a static evaluation of equipment that varies greatly in worth depending on its circumstances. How much BV should TAG be worth?
The difference is that I'm not talking about a static evaluation of BV. I'm talking about a dynamic one. For all I care include map conditions as another factor in the dynamics.
I put a long post together in Roland's market based battle value system on how one could do this:
Essentially, give everything a starting point and then modify the starting BV based on whatever factors you want:
supply (the more common the piece of equipment the BV goes down)
demand (the more players use the equipment the more BV goes up)
these two values are in tension... low supply + high demand = very high adjusted BV, high supply + low demand the reverse
upkeep cost (not only is some equipment rare, but parts/maintenance time, ect could be invoked to help the devs adjust on the fly)
drop conditions (hot map + hot weapons = lower BV)
ELO (so you suck in this type of mech = lower BV, or you're amazing- scale the BV up you mercenaries are expensive)
Add in supply drops on maps... taking and holding these might not be a win condition, but might help drive down you BV on the next map...
there's TONS of ways you can add dynamics to BV.
Better yet, you can list the BV for every mech on the drop screen. As they're revealed your computer could heat map the names so you get a direct idea of how uneven the match up you are facing is off the bat... or make this a module and give it to newbs for free.