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Balancing Clan Weapons
#1
Posted 13 June 2012 - 03:00 PM
By flawed I mean that since the Clans are more advanced than the Inner Sphere an Inner Sphere tech no matter how skilled he is would be able to install the clan gear perfectly. Sure the weapons evolved from the same time but maybe clan techs found a way of more efficient hookups for lasers and Autocannons so the standard hookups IS techs use wouldn't be there forcing them to jury-rig something to get the weapons connected.
This should be shown in game by way of faults in battle. What I mean is at random times during battle any clan tech equipped to player 'mechs has a chance of going offline for a short time. The weapon will eventually come back online until about halfway through the match where depending on the damage to the armor section where the weapon is installed the weapon has a 25-50% chance to go offline permanently. Also for if they include criticals make player clan weapons take two critical hits to knock out, this is balanced by once the first critical hit on the weapon has a 75% of going offline permanently. This phenomenon should only exist for the first year or year and a half as the IS tech struggle to learn Clan tech.
I think this promotes a high risk/high reward scenario, do you completely load out on Clan tech and risk being useless by mid match if it all fails? Or do you stick to the tried and true tech you know works all the time. What do you guys think of this idea?
#2
Posted 13 June 2012 - 04:30 PM
#3
Posted 13 June 2012 - 04:35 PM
#4
Posted 13 June 2012 - 05:33 PM
#5
Posted 14 June 2012 - 06:45 AM
Cordel Ordo, on 13 June 2012 - 03:00 PM, said:
By flawed I mean that since the Clans are more advanced than the Inner Sphere an Inner Sphere tech no matter how skilled he is would be able to install the clan gear perfectly. Sure the weapons evolved from the same time but maybe clan techs found a way of more efficient hookups for lasers and Autocannons so the standard hookups IS techs use wouldn't be there forcing them to jury-rig something to get the weapons connected.
This should be shown in game by way of faults in battle. What I mean is at random times during battle any clan tech equipped to player 'mechs has a chance of going offline for a short time. The weapon will eventually come back online until about halfway through the match where depending on the damage to the armor section where the weapon is installed the weapon has a 25-50% chance to go offline permanently. Also for if they include criticals make player clan weapons take two critical hits to knock out, this is balanced by once the first critical hit on the weapon has a 75% of going offline permanently. This phenomenon should only exist for the first year or year and a half as the IS tech struggle to learn Clan tech.
I think this promotes a high risk/high reward scenario, do you completely load out on Clan tech and risk being useless by mid match if it all fails? Or do you stick to the tried and true tech you know works all the time. What do you guys think of this idea?
I generally agree, though I think it should work both ways (that is, for IS tech on Clan 'Mechs as well as Clan tech on IS 'Mechs).
Clan tech isn't intended to be compatible with IS tech, or vice versa; there was a reason why it generally took Elite-level technicians (Skill Target 5+) with substantial penalties (+4 modifier) to do it in the TT game (CBT Master Rules, pg. 87, 91-92).
I would keep the percentage-chance-of-failure for permanent failure relatively high, albeit at the lower side of the stated range; 20-25% (1-in-5 to 1-in-4) seems about right to me, given that IS and Clan tech isn't supposed to be cross-compatible.
Though, it should be noted that attaching IS weapons to Clan 'Mechs should, IMO, have an identical percentage-chance-of-failure.
However, I think that "1-critical-hit = disabled" should be maintained (especially as there are many weapons and equipment items, both IS and Clan, that only occupy one critical).
Your thoughts?
#6
Posted 14 June 2012 - 07:00 AM
#7
Posted 14 June 2012 - 07:23 AM
#8
Posted 14 June 2012 - 08:54 AM
it also has little impact on small weapon boats, as a mech that's decked out in clan er mediums or smalls probably won't be too inconvenienced by 1 or 2 lasers or lrm 5s failing if he's got 10 more.
I'm no designer, this is purely my opinion, but i'd rather see properly balanced weapon stats: so that while clan gear is still more high performance and efficient, it's not necessarily better in every way. crusty IS gear should still remain a viable or attractive option with clan and star league era gear about.
Price-wise and availability wise they should be hard to get and hard to maintain if you aren't a clanner yourself.
I don't like how past MW games, the entire IS half of the equipment spectrum is totally unused outside of League matches and personal handicaps simply because there is no good reason to.
#9
Posted 14 June 2012 - 08:56 AM
#10
Posted 14 June 2012 - 09:04 AM
i just draw the stuff.
![:D](https://static.mwomercs.com/forums/public/style_emoticons/default/rolleyes.gif)
#11
Posted 14 June 2012 - 09:08 AM
#12
Posted 14 June 2012 - 09:30 AM
#13
Posted 14 June 2012 - 09:42 AM
Alex Iglesias, on 14 June 2012 - 09:04 AM, said:
i just draw the stuff.
![:D](https://static.mwomercs.com/forums/public/style_emoticons/default/rolleyes.gif)
You (and anyone you work with excluding Paul) create art lol
Also I agree with the past incarnations of mechwarrior basically rendering IS tech pointless once you obtain enough clan tech. Oh I have a dropship full of IS tech? Why use it when I have another dropship full of Clan tech?
#14
Posted 14 June 2012 - 09:55 AM
#15
Posted 14 June 2012 - 10:36 AM
Maybe the game should have just been at a much earlier year because clan tech will be such a headache to balance. Hopefully they'll be able to find a solution but it's a difficult task.
Edited by Torban, 14 June 2012 - 10:38 AM.
#16
Posted 14 June 2012 - 04:42 PM
wolf74, on 14 June 2012 - 09:55 AM, said:
I agree with this.
The problem, as I see it, is enforcement. The checks and balances of the superior clan tech are all fluff based. Unless the Devs hard code something that forces Clan players to follow all the rules and regs of being a member of the clans then it's just so much smoke and mirrors.
#17
Posted 14 June 2012 - 09:11 PM
That means 10 'Mechs vs 12.
It may not seem like much, but the clan balance is probably going to have smaller tonnage than IS teams as well as 2 less 'Mechs.
Edited by Colddawg, 14 June 2012 - 09:12 PM.
#18
Posted 15 June 2012 - 09:43 AM
#19
Posted 01 July 2012 - 05:37 AM
The Battlemech Record Sheet series from 1991 already had Point values assigned to each mech. later publication had a wealth of methods to calculate battle value or BPV. There is a multitude of lists in the Annex of practically any Battletech sourcebook. These point systems worked quite well for more than a decade. No reason to invent something new if you already have a working system.
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