This post has many ideas I have already seen in other posts plus a few spins of my own.
First I think we would all agree that a PvP MMO can be tough to balance. Those that have been more successful did so by introducing some form of goal based PvP so that class balance wasn’t too critical. The completion of the goal brought the biggest reward rather than the number of mechs, soldiers, elves, trolls, orcs or dwarves you killed.
Tuning now to MWO, the balancing challenge is almost exponential because we have four weight classes plus several different chassis in each weight class. We’ve seen this the past year as PGI constantly tweaked weapons trying to bring FPS balance. Despite their best effort I have to say that PGI will never successfully balance MWO as a FPS.
Now let’s consider the Clans. The Clans were never balanced in the TT game or in the novels if you consider individual Battlemechs and OmniMechs and their equipment and weapons. In the novels the Clans were balanced versus IS by introducing the concept of batchall. Similarly on the TT game, BV was used by individuals to make reasonable matches and used by FASA in their scenario packs. Otherwise TT scenarios would be hopelessly out of balance in Clan Vs IS battles. I understand this first hand as a play tester for Activision on MW2 and Heavy Gear 1 and 2. I also did some external testing on MW4 for Microsoft.
How does that translate into MWO? I understand that one of PGI’s game goals is a level of balance where the MechWarrior skill wins that battle and not based on some uber build. Therefore, here are a few ideas that should work to provide balance. I think they are more appropriate for CW but could also apply to non-CW battles. Also as a disclaimer, the current development architecture of MWO may not support any or all of these suggestions, in which case the future of MWO is questionable.
- IS always gets an advantage in the number of mechs to drop. I know that 12 Vs 10 has been tested but don’t think that PGI was impressed by the results.
- More useful would be considering the use of a battle value to determine the “drop mix/ drop weight” in a CW scenario. There are several options here.
- Use the original FASA Combat Value (CV) formula. Workable but simplistic.
- Use Battle Value1 (BV1) – Better than CV but still needed refinement.
- Use Battle Value2 (BV2) – better still but not quite there
- Use a PGI custom formula using already calculated values stored with each mech. For example we see firepower and heat distribution in the mech lab.
- Use the original FASA Combat Value (CV) formula. Workable but simplistic.
- The IS always gets a 20% advantage in the BV for a drop.
- BV does away with 3-3-3-3 which isn’t going to work with stars and binaries anyways. Each team decides which mechs to bring up to the max allowed by the BV scenario and general drop restrictions. So if the Clan team wants to use up their entire BV in a single star that would be their choice.
- BV could also determine the number of mechs in the opposing forces. This could be used to eliminate the need for 12 Vs 10 or 8 Vs 5 drop scenarios.
- This is most important; CW needs to be scenario based. That is that there are scenarios just like the FASA and Catalyst Labs scenario packs. The “attackers” and “defenders” come from the various mech companies doing the drop. This will bring back value to each mech class other than the need to turn a light mech into a brawler.
Well, that’s all for ideas. If you have additional ones please post them here.