Jonny Slam, you are making a great argument. It is a shame you are being so trolled as this is a really important issue.
One problem to discuss in regards to CW is that even though clan mechs are clearly stronger, clan pugs are being rolled over just as helplessly as IS pugs. Drop with a 12 man on attack and you will win 9/10 games regardless if you are Clan or IS.
This is due to the way the attacking and defending works. There is very little incentive for premades to defend, and very little opportunity for pugs to attack. This means that the premade vs. pug is the norm, and premade vs premade or pug vs pug is the exception.
So the actual balance gap between clan and IS rarely comes into play in actual CW matches. If you'd change it to 12 vs 10 all else being equal you would have a situation where defending as a clan pug would be nigh impossible, even if the odd premade vs premade would be balanced. I also don't thing 10 vs 12 would be balanced unless the clans were even more superior, because advantage in numbers with good players is a huge factor, but I'm not sure.
The idea that "everyone would only want to play clan" I think is false. I believe lots of people would find the combination of weaker mechs and larger numbers very fun. I'm one.
One thing is clear, quirks are a very very bad way of balancing the
factions. If an IS heavy for example has too weak quirks to match the best clan heavy, then the factions stay unbalanced. But on the other hand if the quirks ARE strong enough, then they are so silly that they force the mech into a gimmicky entirely quirk based build, like the 9S before the nerf and the Dragon 1N right now. And none of these mechs compete with the good clan heavies, the quirks would need to be MORE silly to achieve that. Obviously this is completely unsustainable.
The factions have to be balanced in themselves, and quirks should only be little perks to give flavour and to balance bad chassi within a faction.
Tonnage limits is also a pretty bad way of balancing, because there is not a straight progression of tonnage to power in this game.
In the end it comes down to either give IS their thematic numerical advantage, or to go over the actual IS tech and make it as good as clan tech.
I'm not sure exactly what I think the best solution would be, it's a genuinely hard problem.
But maybe it can be solved through enough spamming of gifs and hyperbole?
Edited by Sjorpha, 10 March 2015 - 04:45 PM.