Tom Sawyer, on 10 December 2013 - 07:15 AM, said:
I wonder if this game should be "split" for the first year or so. If you are a clan mech pilot you only fight other clan mechs. Before the invasion the clans spared constantly to determine right of attack, where and how.
Then after say 6 months start allowing the IS to confont the clan in controlled matches.
Then fullbore invasion. Pug on Pug and howls of overpowered cheesemunch
I think any idea of splitting the game went down in flames with the 3PV fiasco. If they will not split the queues for such an important issue and after promising in the strongest terms they would do so, I think any suggestion of a split of any kind is dead on arrival. Especially since it would bring into question why such a split was suddenly acceptable when it was not before.
DjPush, on 10 December 2013 - 10:20 AM, said:
Can clan weapons and tech be used in IS chassis? Wouldn't that fix the problem? It may not be lore but what about this game is?
Clan weapons and equipment -can- be used on IS chassis, as illustrated by such mechs as the WHM-6R(C) Warhammer (a 3025 Warhammer retrofitted with Clan weapons and equipment). Such cases were only done when such mechs were captured by Clan forces and strictly for second-line deployment (the Clans waste nothing, let alone fully functioning battlemechs).
However, the issue is one of game balance, not capability. In addition, that answer is based on the original material, which the Devs only follow when it suits their own purposes. The Clans in MWO are not the same as the Clans in Battletech, though the two will share many similarities. The issue is that the Clans have to be equal but not superior to the mechs and factions already in the game due to side balancing and competition setup.
Most of all, just allowing all units in the game to use Clantech would mean everyone would be using Clantech, negating any benefit to having it and resulting in the exact same setup that is in place now. There would be no point in putting in Clan equipment as in the original material into the game. Thus, it is in the interest of the game to avoid spending time and resources developing super-weapons that will end up either destabilizing the game or being reduced to the new average for gameplay.
Right now, the best thing that could happen would be that Clan faction players get exclusive use of battlemech models configured as the classic Omnimech models they identify with so strongly, but using the same technology as every other unit in the game. This preserves game balance, allows Clan players their identity, and saves a ton of coding new lines of math to further bug the game even more than it is now. The downside is that Clan players would have to give up their IS battlemechs in compensation, so I don't see this happening. Rather, more realistic is that Clan mechs will simply be general-availability units using common technology, as this is the simplest way to introduce them without the host of game problems other solutions would introduce.