In War Thunder, they worked around the medium tank vs heavy tank issue by introducing spawn points.
Heavy tanks cost more spawn points to spawn vs medium tanks, based on their battle value (War Thunder has battle value btw), which means you usually can't reuse 2 heavy tanks in the same match. You acquire spawn points by actively participating in the match and doing well in general (die early without having done anything and you'll have to leave and find a new match).
Besides, War Thunder has more role warfare than MWO currently. A Panther is a dedicated tank sniper, which can kill heavier tanks at extremely long ranges, while it doesn't have much survivability at close range. A Tiger, while it can also snipe, really shines under 1000m because of its beastly 88m cannon.
But, I'm drifting from the conversation.
What PGI could do is to give spawn points to mechs depending on their current Battle Value (BV). So, if you wanna go all in and use a Highlander (gee, shows I haven't played the game in a while, I meant DireWhale), suit yourself, but if you die, you won't be coming back. If you spawn with your Trebuchet and kill a mech, then you would probably have acquired enough spawn points to get in a Victor if you die!
It also promotes having longer matches, which IMO is more fun like this, but that's just my opinion. It could cause issues with ammo dependent mechs. War Thunder fixes this by letting you rearm if you come back to your base... MWO could have mechbays...? The maps are much bigger in War Thunder though.. so coming back to base is a big decision to take...
Anyway, I just think PGI could use a similar system, could help with the whole heavy-assault mechs everywhere problem.
Hell, in War Thunder, given particular scenarios, I might not even have enough spawn points to get in my best tank yet. I have to get in a "lesser" tank (I just pwn with the Panther so I don't mind), and prove my worth so I can get into my better tanks in case I die.
Edited by Sybreed, 14 October 2014 - 04:16 PM.