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I don't know the correct value, but I do know that the people that have developed the MUL/BV have spent decades of competitive time figuring it out.
What does that tell you?
I mean, I'm sure you understand that the BV from Tabletop is totally unapplicable to Mechwarrior, given the dramatic differences in the game... So you can't actually use any of those numbers which were developed over decades.
The fact that trying to arrive at a static BV table for TT took decades of tweaks should indicate how futile an effort it is... and how badly it would fail here.
It's like trying to fix prices in a real world market. It doesn't work well.
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No, nothing is perfect, but tweaking some numbers in a database to fine tune things is much easier than trying to adjust an inflated popularity number.
But.. no. It's not. That's the point.
You would have to adjust those BV numbers constantly... over and over again. Weapons change? ALL the BV numbers change.. not just the weapons that changed, but all the mechs... and really, all of the other weapons that didn't change, because their utility is now modified by virtue of the fact they are used in combination with the weapons that DID change.
And the player base is going to constantly chip away at it, and find the parts of the pricing table that are incorrect.
But the system presented here doesn't require you to adjust anything. It's MAXIMALLY easy. You have to do literally nothing at all. It will automatically adjust ITSELF. That's the whole point.
You seem to be really focused on the term "popularity" here.. What we're doing here is a statistical analysis of player data, in order to identify usage trends, and translate them into a price. This is infinitely more scientific that simply pulling BV's out of a hat.
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Now you are the one presupposing that a free market is actually a good thing. There is a reason we have huge levels of poverty and amazingly rich 1%ers here due to that "free" market.
In this market system, you really don't have to worry about that. Given that players all have exactly the same amount of influence over the pricing mechanisms here, in that it is purely based upon what you choose to drop in, there is no mechanism by which any player could unfairly influence the system.
That is, unlike the real world market, where certain people have more money and thus more influence in the market, in the system presented here all players would have exactly the same influence, in that their influence stems solely from playing the game and dropping in mechs. I guess, technically, people who drop more often would influence the price more, but it would be by such a small degree as to be trivial.
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Nothing would need to be reset when using component statistics, ever. All that needs adjusted would be individual components when their stats were changed. Say you have a ML that is worth 80 BV due to its damage, range, heat, etc. If you increase the heat slightly, you just recompute it's BV, using the already available tools for this very purpose, to get the new BV. It would be extremely easy to implement and manage.
No, as I pointed out above, your calculation would be wrong. You'd be missing huge components of the calculation, because its usage in the game is much more complex than you understand it to be.
This is why price fixing in economies is demonstrably inefficient, and why markets are proven to be the most efficient means by which to determine price.
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So it works just like Elo. I am not a fan, sorry.
No, It doesn't really work like Elo at all.
I realize that the description is quite lengthy, but you may want to examine it in a bit more detail to get a better understanding of what is being proposed.
The only similarity to Elo is that it involves a number being derived mathematically.
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It's not picked out of thin air, though. It is based off of the actual qualities that define the weapon: damage, RoF, heat, range, etc.
But you don't know how those things should properly translate into BV.
What you are suggesting is that intrinsic properies of a weapon or mech or whatever can be computed and translated into a singlular BV. While this may seem simple at first glance, the reality is that it runs into two major problems... and honestly, the problems are fairly well understood within the field of economics, as derivation of price is an important concept there.
FIrst, when you look at a calculator like the one you linked to (the link is broken by the way, as it accidentally included the period from the sentence), it appears very scientific. You put in numbers, it does calculations, and it spits out other numbers.
However, under the covers, at the heart of it, a few things have been hard-coded into the system... Specifically, scalar values representing certain core efficiencies, and relationships between different values. These two things have been arbitrarily set, likely though a process of trial and error. That's the only way to try and arrive at those values, because there's no real scientific principles to guide such things. And when those numbers are set incorrectly, then the resulting calculations are wrong. BV in Battletech was notorious for exactly this for years, which was why it required revisions.
The second critical problem is that it fails to account for the complex interplay of mechs when used by human players. It doesn't account for utility that emerges from combining all of the gameplay elements together.
Thus, when simple static values are applied to a complex game, a large playerbase will tend to identify the places where the BV doesn't reflect the REAL utility.. and then they will exploit it. Effectively, those weapons and mechs which have had their value set lower than it should be (and this ALWAYS happens, in every single instance of such a system, ever), and players will flock to them... Exactly what happens in an economy when a commodity's price is fixed below what the market derived price is, and everyone buys it, and you have commodity shortages.
In the dynamically derived price based on statistical analysis, this problem goes away. Because as soon as the player base identifies a mech which is priced below its actual utility value, and they start to use it more as a result... the price goes up. That's why markets are the most efficient means by which to derive price.
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Or, if you used actual BV, Clan mechs would be measured exactly like IS mechs and you wouldn't have to use any segregation or separate system.
Except that you don't have actual BV values to use. You have no idea what the value of a madcat would be, or a cataphract, or an atlas.
You're basically saying, "If we had magically derived BV's which perfectly represented the utility of a mech at any point in time, then they would be perfect, and we should use them."
Sure.. But such a thing doesn't exist. It'll never exist.
Edited by Roland, 06 March 2014 - 06:30 PM.