Strum Wealh, on 23 July 2013 - 04:42 AM, said:
There are also the game mechanics to consider.
Currently, one must fully unlock the Basic efficiencies on at least three variants in order to unlock the Elite efficiencies for the chassis. As such, and 'Mech that does not have at least three variants will not work correctly under the XP system.
The variants are selected from among those that already exist within the BattleTech universe, and PGI has thus far shown no intent in developing variants of their own outside of the Hero 'Mech program and certain special-purpose occasions (e.g. the "Sarah's 'Mech") - which have thus far been available only for MC/real-cash.
It seems unlikely that PGI would implement a 'Mech with only two "currently" extant in-universe variants (or only one such variant), and use cash-only 'Mechs (e.g. Hero 'Mechs) to make up the difference, regardless of its seeming popularity (see: Mauler, Devastator). They have already seen the negative backlash from doing so during the period between the removal of the CN9-AH (in order to promote the Yen Lo Wang) and the introduction of the CN9-D - a period of several days of bitter complaints supported by the fact that one could not make use of the XP system and the efficiencies without paying real cash for a third variant in the form of the Yen Lo Wang.
Additionally, the lack of Engines with ratings below 100 precludes the inclusion of 'Mechs like the UrbanMech (which requires a 60-rated Engine) and its Clan-built counterpart (which requires a 90-rated Engine), regardless of their seeming popularity (and the fact that the latter only has exactly one variant available until the middle of the WOB Jihad).
As Clan mechs don't really have variants, but Alt Configs, the 3 variant system will constitute a problem. Given that Clan mechs cost much much more, for example, 24 million CBills for the Mad Cat, I would think it would make better sense to charge for one expensive mech, instead of three, waive the 3 mech requirement for such mechs.
But then again, PGI is also known to bend the canon a little, and if it will require apocryphal variants to fill the missing third mech, they might just do it, while greatly reducing the Cbill cost from canon. Note the Cataphract 3D would cost significantly more in canon than the price quoted in MWO.
Sooner or later, I suspect PGI would add more variants of existing mechs in the game, I think that is their long term intention, but that priority is lower, and given their limited manpower and monetary resources, it seems everything being done is based on a set of priorities.
Given that mechs are the thing that brings the most real money to the game, "popular" mechs is a must for the revenue bottomline. That is probably why even eventually, the "Macross Unseen", the most possible verboten of the classic battlemechs, can never be ruled out in the long term, even though in the short term, we are unlikely to see them. This is just business.
Mechs are revenue. The resources for mech models, are going to be finite.
The first stage we have seen is to introduce models that are excellent representatives of each weight class. That is what all the 2012 mechs appear to be.
From the time the game went public beta to the point before its official 1.0 release, the mechs being released seem intended to fill niches not covered by the 2012 mechs. This includes capability (jump jets), to filling in weight gaps (90 tons for the Highlander, 45 tons for the Blackjack, 55 tons for the Shadowhawk, 75 tons for the Orion).
But as we go further, the niches are also finite, and they are going to be filled. The next wave of mechs are not going to be introducing new capability over the first and second wave of mechs, and nor will they be niche fillers. Rather, the third wave will have to be lore fillers, and because they are popular and iconic to the Battletech universe. It is debatable if the Zeus will offer anything much over the Awesome and Orion, but we want it. The same rationale goes with the Griffin and the Wolverine over the Shadowhawk. It is debatable if the Panther or the Wolfhound offers anything over the current light mechs, but people want them, right? For the rest of the game's life, mechs that will be introduced are Lore Fillers.
So basically, the three waves of mechs are the Base Fillers, the Niche Fillers and finally the Lore Fillers.
Over the life of any game, there is the phenomenon of 'power creep'. New content being introduced in the game are gradually more powerful than previous content, and the lore of anything from Battletech to Magic The Gather reflects this. Managing power creep is also going to be important for the long run of the game, as power creep can result in waking up one morning to find the game structurally imbalanced, and that can result in the game being unapproachable by newcomers, eventually leading for the game to die out.
That is why selling on lore and popularity becomes doubly important. Instead of selling gradually increasingly powerful mechs like what happens in other games, we can maintain the power level flat, but people will buy the new mechs because of their "lore". For example, I won't expect a Zeus to be more powerful than current assaults, but because of its popularity in role, people will buy it. But of course, power creep will be there eventually, but it simply must be hold off as much and as long as you can can.
We might see mechs being chosen because they are relatively quick and easy for newcomers to master and bring out the best.
There will also be some issues that will overlap. For example, the Banshee seems to be on popular request. It fits many of the qualifications. It might be an important niche filler because of its 95 tons. But then again, 95 tons of brute that moves along at 64kph might just devour any other assault in the game, and that is quite unquestionably, power creep.
Edited by Anjian, 23 July 2013 - 09:12 AM.