First thing of note - I was looking forward to tonnage limits a lot.
And frankly - I'm still looking forward to the launch module of 3/3/3/3 - PGI's reasoning as to why tonnage limits alone would be problematic is sound.
However - I think that a hybrid solution would be superior.
The 2 options as PGI sees it are
1. Go into a lobby and take turns picking mechs with a total tonnage limit.
The first problem is that people who pick last likely will be stuck taking locusts - which they may not even own.
The second problem is that many teams would end up being heavy on assaults & lights, defeating the purpose, which is to have a greater mech variety.
2. Have people cue up as a mech class - each team has 3/3/3/3.
The first problem here is that mechs at the bottom tonnage for the class will get hosed. Not the Victor, but the locust, cicard/blackjack, and dragon/quickdraw will be weak choices and give your team a tonnage disadvantage.
The second problem is that it allows less customization within teams. And within limits - custumization is a good thing.
I propose a 3rd solution.
3. Have people cue up for a lance type. (recon / attack / heavy support etc. - I'm sure there are official BT names) Once four people cue for the same lance type - they're put into a lobby to pick their mechs.
Each lance type would have their own tonnage limit, a min mech size, and a min tonnage left per remaining mech to pick.
Examples:
A heavy support lance could have a total tonnage of 350. Each mech would be a min of 65 tons, andthere would have to be at least 80 tons would have to be left for each player who has yet to pick a mech.
An attack lance could have a total tonnage of 230. Each mech would have a min tonnage of 35, max tonnage of 75, and there would have to be at least 50 tons left for each player who has yet to pick a mech.
A scout lance could have a total tonnage of 150. Each mech would have a max tonnage of 55, and there would have to be at least 30 tons left for each player who has yet to pick a mech.
After a match is played with your lance - if you like them - you can click to launch into another match with the same lance. This would promote teamwork within the lance.
The numbers aren't in stone - and there could be several othe lance types.
As long as each side had the same 3 lance types, and never more than 1 of a single lance type, it would be both balanced and with customization between teams.
Frankly - a lance with 1 of each class doesn't make sense - as you can't really work together well since your speeds vary too much.
In addition, once attack / defend mission types are in place - they could have the attacker & defender with differing lance types as the balance vs emplacements etc.


Alternate Launch Module
Started by Charons Little Helper, Mar 03 2014 02:53 PM
5 replies to this topic
#1
Posted 03 March 2014 - 02:53 PM
#2
Posted 03 March 2014 - 09:47 PM
I like the idea of lance roles. It's super flavorful and makes a bunch of sense, while allowing a lot of flexibility within the various lance classifications for personal preference.
I would add that there could be more specific limitations or requirements for the various lance types beyond simple tonnage. Minimum/maximum throttle speeds, weapon range brackets, etc., could all play a part.
For instance, a Heavy Support lance might require a minimum of 20 Firepower worth of weapons with optimum ranges over 500m, while a Scout lance might require TAG, BAP, NARC, or ECM on every mech choice.
I would add that there could be more specific limitations or requirements for the various lance types beyond simple tonnage. Minimum/maximum throttle speeds, weapon range brackets, etc., could all play a part.
For instance, a Heavy Support lance might require a minimum of 20 Firepower worth of weapons with optimum ranges over 500m, while a Scout lance might require TAG, BAP, NARC, or ECM on every mech choice.
#3
Posted 04 March 2014 - 05:08 AM
Levi Porphyrogenitus, on 03 March 2014 - 09:47 PM, said:
For instance, a Heavy Support lance might require a minimum of 20 Firepower worth of weapons with optimum ranges over 500m, while a Scout lance might require TAG, BAP, NARC, or ECM on every mech choice.
To a degree I'd agree with you. (speed especially) But it could easily be overdone.
#4
Posted 04 March 2014 - 05:28 AM
just my 2 cbills opinion(and not to be rude or disheartining) the role setup looks good but remove tonnage as a option to restrictions as that will still cause the same issue as the first tonnage limitations pgi explaind for example theat man left picking mech last will still be forced to choose out of mechs he may not own.instead can limit them on classes for example support class has 3 available classes break the support lance down and say 2 medium/heavy and 2 heavy/assault support role mechs with this a assault may be usesed in combination with a couple mediums or heavys and same can be for the assault line role mechs as for a scout lance have it no more than 3 lights and can add mediums into the scout lance bracket giving the cicada or any light hunting fast movers a home in a lance to support the lights.
not only will it have a diversity of mechs but has as well giving each lance a role will in turn give the players a sence of belonging and a job to do on battlefield with limitations based on mech ton classes rather than on tons. it still lets people bring that mech they spent grind time to buy and upgrade at the same tim making lances diverse enough to fight restricted with out being over restricting and when match launches it pairs like role lances, and as for support have it choose between lrm support or direct fire sniper support.
not only will it have a diversity of mechs but has as well giving each lance a role will in turn give the players a sence of belonging and a job to do on battlefield with limitations based on mech ton classes rather than on tons. it still lets people bring that mech they spent grind time to buy and upgrade at the same tim making lances diverse enough to fight restricted with out being over restricting and when match launches it pairs like role lances, and as for support have it choose between lrm support or direct fire sniper support.
Edited by CrazyWorm, 04 March 2014 - 05:28 AM.
#5
Posted 04 March 2014 - 05:32 AM
Not a fan of 34. Doesn't allow for Company Lvl unit design, and makes the game more generic.
#6
Posted 07 March 2014 - 04:49 PM
I think the 3/3/3/3 is a mistake, SPECIALLY for the league community. The strategy limitations are enormous!
What if u want to fight an invading force with fast mechs only, and there are obviously tons of examples...
for making generic 12 drops it not so bad, but for selected league battles...Will you be able to drop in a battle with 8 assaults vs 12 whatever, only taking notice on the tonnage limit? Guess not...
Guess they dont care much about the people that wants community warfare coz now they r the minority, but when they start loosing players in a year or less because they got bored, then they´ll start paying attention.
They could easily remove the 3/3/3/3 limitation for private games leaving only the ton limit, so the question is why not? And what can we do about it...
What if u want to fight an invading force with fast mechs only, and there are obviously tons of examples...
for making generic 12 drops it not so bad, but for selected league battles...Will you be able to drop in a battle with 8 assaults vs 12 whatever, only taking notice on the tonnage limit? Guess not...
Guess they dont care much about the people that wants community warfare coz now they r the minority, but when they start loosing players in a year or less because they got bored, then they´ll start paying attention.
They could easily remove the 3/3/3/3 limitation for private games leaving only the ton limit, so the question is why not? And what can we do about it...
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