The system of picking mechs for a battle incentivizes the exact opposite behavior you want players to display. Each player is attempting to maximize their own gains. So we can assume they will game their dropship to maximize their gains. Which means they will most likely bring 4-6 mech in the 70-100 ton range. E,g, the players will quickly discover the equilibrium which will maximize their gains.
What they are not going to change is their behavior in a way which will jeopardize their gains. So at the first round of the drop most of the mechs will likely be all heavy and assaults with a tonnage that is over the limit. The system incentives a race to be first and biggest. Even if you're over the drop limit it's still in your best interest not to change to a lesser mech. As you can count on someone else having to go lower thus still maximizing your gains. Here the system incentives staying big and waiting out the competition. You've created a system which pits players on the same team against each other to maximize gains.
At best you end up with a Mexican standoff, with no one changing and idling in the lobby. At worst you end up creating abhorrent behavior amongst players. The people who do change mechs will feel cheated and the ones who stay in their mechs will be chastised. It will create a terrible atmosphere of play ultimately driving player away from the game.
A better solution is to incentivize players in a different manner. Rather than a system that rewards not changing and maximizing your heaviest mechs, we should create a system which encourages a variety of mechs. Rather than a straight up tonnage limits each map should have slots for various chassis size, ie 2 small, 4 medium ,ect. Individual bonus are awarded to the players for filling these roles, specifically the lowest earning being incentivized the most. While heavies and assaults receive little to no bonus. Fundamentally you have to make a system where the earning potential of all the mechs is equalized if you have any hope of having players pick their own drops with success.
Edited by Grits N Gravy, 02 December 2013 - 08:06 PM.