Wingbreaker, on 30 August 2014 - 06:06 AM, said:
The 14 SM-SL vs 1 AS7-D exercise is nothing new, it has been used to show how bad BV is for years.
The honest truth is that the Atlas probably wouldn't even last 5 rounds. He will effectively have the opportunity to kill 1 every round. If he's lucky. These are moving at 216, after all. Even without calculating the pilots, and assuming a maximal atlas pilot, the simple numerical chances of engine criticals from that many small lasers being fired means that the Atlas is dead.
Again, BattleValue suggests that larger weapons are worth more. In reality, large amounts of smaller weapons are remarkably more useful simply because of the percentages possible.
Let's imagine this in relation to MWO. A Gauss Rifle is worth, by TT values, 320 +40 per ton of ammo. This means a standard gauss loadout equals 440 points. At this rate, a single gauss rifle is worth ~9.5 medium lasers. So for the price of 'that guy' that brought a GR, you'll have outfitted an entire Jenner and a half.
Is a single Gauss Rifle worth 9 medium lasers? Hell no.
Have fun trying to implement this in any sort of logical or sane manner. Are you going to up the costs of smaller weapons? Are you going to put a much heavier weight on the piloting factors (elo)? Either way, it means you're balancing one good player against many mediocre with weapons loadouts that make them far more reliable.
It's definitely never an easy thing to come up with. Best you can do is hire a doctor of maths, give them the data and hope they can come up with a reasonable value.
So does the system just give the gauss to much value, or the SL's too little? Or is the problem boating?
It it's boating, I suppose the system could add a cumulative penalty for each additional weapon. But what about when you reach the ghost heat point? Reduce the cost again?
It would definitely, always be gameable, and a sytem that takes into account the power of boating leaves itself open for builds that are just slightly less efficient for dramatic point savings.
Let's say there is an accumulative 10% boating penalty up to the ghost heat, then it's reduced to 5% per each extra.
MG is worth 10 points
MG Ammo is worth a flat 1 point / ton.
SL is worth 10 points.
ML is worth 50 points.
LL is worth 120 points.
Heatsink is worth 10 points.
A 6 ML Jenner would cost 50, + 55, + 60.5, + 66.55, + 73.21, + 80.53, or 385.79 points.
An 8 ML Firestarter would cost 50, + 55, + 60.5, + 66.55, + 73.21, + 80.53, + 84.56, + 88.78, or 559.13 points.
Even with the reduced inflation after ghost heat, the Firestarter doesn't being that much more 'valuable' than the Jenner, so changes it just a bit and probably winds up with a better mech that's much closer in value.
A 6ML, 2 SL Firestarter with an extra heatsink would cost 50, + 55, + 60.5, + 66.55, + 73.21, + 80.53, + 10, + 11, + 10 or 416.79 points.
A spider with 1 LL, 4 MG, 2.5 tons of ammo would be worth 150, + 10, + 11, + 12.1, + 13.31, + 2.5, or 168.91 points.
A 4 ML, 4 MG Ember with 2.5 tons of ammo would be worth 50, + 55, + 60.5, + 66.55, + 10, + 11, + 12.1, + 13.31, + 2.5, or 280.96 points.
Once again, the Ember pilot decides to shave off some points, so drops one ML, replaces it with a SL, and upgrades to 3 tons of ammo. Now it's worth 224.91 for being just a little less efficient, and a lot closer to being dropped with that spider.
I expect the value of the weapons to be much closer actually, but I chose those values to show how a few little tweaks here and there can, and will be used to shave off large percentages of BV without shaving off large percentages of actual combat worthiness.
Ideally, you would have mechs with the same weight having similar BV's, with more emphasis put on weapons than other equipment.. Or we could just have the match maker try and equalize the tonnage on each side, because that's probably going to be just as close to balanced at the end of the day.