Perfect Balance is an unachievable goal, but all we need is
sufficient balance.
A BV based system is too complicated IMO, and basing it on in-game statistics will never work (just take 20 jocks and have them all drop in the same Mech X for 10 times going kamikaze - wrecks that Mech X's stats).
How about some baby steps instead, one after another...
It could look like this (just a suggestion to get the discussion started):
Phase 1:
3x3x3x3 is dropped in favour of 2x2x2x2. The 8 missing Mechs are added in pairs of the same weight range.
Takes minimal developing time - more than an hour and i'd fire the programmer.
(Doesn't help with balancing, i just thought it's a nice idea giving some variety and helps with the "50% heavies in queue" bottleneck)
Phase 2:
Start with 2x2x2x2 and add Mechs based on tonnage. Does not require 24 Mechs in total.
Balances a little bit, IS vs. Clan Mechs is not taken care of. Again, minimal developing time.
Phase 3:
Include Electronic Warfare. Count the numbers of ECM (maybe even TAG etc.) Mechs and try to balance them out.
(2 ECM Mechs in one Team vs. 3 in the other Team is no problem, 0 vs. 2 is)
Phase 4:
Keep the tonnage system, but also rate the Mechs.
Now this is tricky, how about basing it not on Mech chassis but weapons and tonnage?
1) Every weapon gets a base value, say 10 for a PPC and 8 for a LL.
2) A PPC in an Awesome causes more havoc (on average) than one in a Spider, so the Awesome PPC is valued 10 + 20% = 12 points. The added value can be based on Mech Type, tonnage or actual armour for example.
3) Further modify this value based on efficiency. This might include ELO, Ghost Heat, whatever.
4) Add a weapon modifier. C-ERLAS OP? Don't nerf the weapon (or only a bit), instead add to its value.
5) Add 137 more steps if necessary, but keep it simple to adapt to gameplay changes.
Edited by kailii, 30 August 2014 - 05:59 AM.