Maverick3, on 31 January 2014 - 03:32 PM, said:
Since the Clan invasion was alien to the Inner Sphere it should be alien here as well.
My thoughts are totally simple yet a real thgouht so don't comment before you have read everything. DON't balance the equipment. Take em es they are canon from the source books. Let only 2 lances so 8 Mechs of Clans fight 12 IS mechs. It's how the Clans did it. They bet themselves down to lower numbers to gain more honor and exactly that would hapen here.
I'm not sure you can say "exactly that will happen here" - you've got several different mindsets at work in Mechwarrior that could muddy the waters on this particular point...
1 - Faction Loyalty (clan v IS) - part of the fun of the clan invasion, was veteran players "taking sides" - some guys (like my friend Devin) will be a die-hard Clanner - he loved rules of engagements, and he *really* loved the better tech. And that was fine - like professional sports, a good healthy competitive rivalry can make a game much more exciting. Others love siding with that plucky underdog, the Inner sphere, and loved overcoming superior enemy mechs, tech and training through canny gameplay and proprietary techs like the good 'ol C3.
problem is, that at least currently, MWO doesn't have enough impact on the faction loyalty side to really make people "pick sides" - unless Community Warfare is a lot more involved, impactful and detailed than we've currently been led to believe, CW isn't going to make being a Davion, a Kuritan, or a Jade Falcon, any more distinctive than a particular win/loss box and a faction logo. There are no rules in place forcing zellbrigen, no rules for breaking zellbrigen, no mechanics in place rewarding via cbills, mc or whatever for a plucky IS overthrow of a clan force.
The inherent problem with *not* balancing the equipment, is that balancing combat by mech #'s alone (8 v 12, although clans operated in stars of 5, but that's neither here nor there) doesn't solve the most important issue - that with the introduction of clan gear, every NON clan piece of gear is now definitively, and significantly, inferior AND!!... there's no benefit to playing with the inferior gear. So far, we have no reason to believe that IS will gain greater cbill gains for defeating superior clan equipment. There's no indicator that there's any benefit at all to running with inferior gear, and as all the current MWO tangible rewards boil down to c-bills, there's no incentive to play at a disadvantage.
*not* balancing the weapons is not a wholly bad idea. However, retaining a difference between playing as a clanner and playing as IS requires far more significant game rewards and consequences than just c-bills, and so far, there's no indication that PGI is adding anything like that.
Maverick3, on 31 January 2014 - 03:32 PM, said:
Those who have Clan mechs will always fight with inferior numbers and gain more xp and money as they should get for that.
Clan Mechs will cost Horrendous manners of money to buy this will balance the Clans and you will only have to worry about the matchmaker.
Simple things work.
This part is just plain wrong. For one thing, Clans should absolutely NOT get MORE xp and money for playing with a numbers disadvantage with vastly better equipment. The whole point of *balance* is that the game would be ridiculously unfair if IS geared mechs had to go up against an equal # of clan tech mechs - so, at the absolute minimum, rewards should be equal in the above scenario.
The idea that money (cbill and/or mc) cost is *balance* is also dangerously naive. From an overall game experience viewpoint, you might be able to make that argument - but from a competitive argument, you cannot. If it takes me 20 weeks of game play to buy a dire wolf, and it only takes me 10 weeks to buy an Atlas ddc, the atlas ddc will (assuming clan tech v IS tech) still be violently disadvantaged in the field, because the matchmaker doesn't currently take into account the overall *cost* of the mech as a balancing factor.
or think of it this way - in any single match, 12 Dire wolves vs 12 atlas ddc's will probably clean the ddc's clock. sure, it took the dire wolf team twice as long to *get* their team together, but once they *are* put together, they dominate forever.
#'s balance is *a* balancing factor (ie the 8v12 argument, although not arranging clanners in stars of 5 is gonna annoy some people), but that *too* isn't really going to be enough, at least not consistently. You still have tonnage discrepencies, and the inevitable fact that the presence of clan tech skews the effectiveness of any single chassis depending on how they finally decide to implement clan tech.
And then you have the disparity between clanners using clan tech, and IS mechs with full-on clan tech. Now how do we balance it?
I'm telling you, as much as I appreciate the concept that keeping clan tech for clans and IS tech for IS and *NOT* skewing the clan tech #'s to *balance* is a good way to keep the flavor of clan v IS. The problem is, that to balance COMPETITIVELY, there HAS to be *either* a #'s change, OR a significant revamp to rewards and some dramatic impact on community warfare features.
and since I don't have any reason to believe that PGI is currently able to revamp the rewards system far enough to balance clan tech, it sounds like they're just going to skew #'s to balance out competitively in the short term, and that'll have to do.