Varent, on 02 March 2014 - 02:14 PM, said:
I like it but it also needs to take into account how those weapons interact with the mech weight, and lack or addition to jump jets. Also will need to play out with how they interact with the other weapons as well. For example a mech with jump jets and ppc/ac is far far superior to a mech without jump jets and the same load. In addition to that a mech with just one ppc and then all srm would have a wonky vaue as well since It wouldn't necessarily bring all those weapons to bear equally. That said in addition having them code this properly would be key.
Well, in practice, you could likely get away with a system that simply assigned a value to each chassis variant, and ignored the actual weapons and load out.
The effectiveness of individual weapons and equipment would be intrinsically included in the usage stats of the mech variants.
Honestly, it may even be more advantageous to ignore the weapons and only care about the variants, as this would encourage folks to explore other variants which can carry a lot of the same weapons as the optimal variants, but which can't carry quite the optimal load out. These would then also end up increasing in battle value cost, pushing players to explore other less similar variants.
Thus, the effective battle value of equipment would eventually show up in the variant costs, negating a need to actually bother tracking individual pieces of equipment. Just track the variants.
And we know that pgi already tracks the usage of each variant, so this data is already there.
So all that is necessary is to generate a value for each variant based on the usage numbers compared to total mechs dropped over a period of time.
Then, you implement a simple battle value limit for teams, similar to what pgi had planned for tonnage limits.
This system, however, addresses the potential flaw that was identified in simple tonnage limits, in that you could still make optimized lances by pairing the best assault mechs with the best light mechs.
In my proposed system, you wouldn't be able to do that, because both the assault and light mechs would end up having high battle values.
With my system, of you wanted to drop a high quality mech like a highlander, or Victor, or Jenner, you would need to pair it with a mech that is generally considered sub optimal. Not necessarily light, but merely not one of the "top tier" mechs.
What's more, you would be incentivized to make the most of those suboptimal mechs, coming up with new configurations which squeezed the most efficiency out of the least used mechs.
The result would be that the most competitive teams, in their desire to drop the best high value mechs, would also be dropping interesting and novel builds on mechs that the market had deemed low value. Thus, even in the most competitive environments, you would see a dynamic and varied selection of mechs. As new variants were discovered that exploited the current state of the market, and the current metagame, the market would automatically adjust prices to compensate, and the game begins anew.
The system is easy to implement, self adjusts, and results in a constantly shifting balance environment within which we can play. It solves so many problems for pgi, by automatically associating a cost with high efficiency in game.
Instead of trying to fight against the player base's natural tendency to optimize, you instead leverage that very tendency to balance the game for you.