Mister Blastman, on 14 July 2015 - 10:34 AM, said:
They are Clan 'mechs. They are supposed to be superior! Until Level 2 Inner Sphere weapons come, they should be! Or do you propose nerf the Clan 'mechs into the ground now only to see the disaster that is made of them when the Inner Sphere gets all those new, fancy weapons? Instead of nerfing Clan tech, PUG queue should have been Inner Sphere vs. Clan and it would be 3 lances vs. 2 stars. 12 vs. 10. It is lunacy to nerf Clan tech. Play the game how it was meant to be. This isn't even Battletech anymore. All the crap that has been changed--this is some freak show robot simulation where we're constantly adding in magic this, fairy tale that. It's ludicrous.
I'm not sure if you've really given this idea much thought.
It's been tossed around on the forums a number of times, and while its "easy" to suggest - actual feasibility seems extremely low.
For starters how would PGI keep IS & Clan numbers "even" enough to fill queues for games of 10 v 12?
That is to say, enough that you can make solo teams out of just PUGs who are "locked" into a faction.
What happens if they change mech factions in between one match to the next, creating lopsided-ness?
How would the team queue be handled?
Is everyone locked into their faction like CW - but all of the time?
Do we respect 3/3/3/3 for IS? Then what does Clan become? Lose Assaults, or lose assaults/heavies?
Are there enough teams to mix and match and do this, now we need jigsaw pieces to match for two different sized teams PLUS elo PLUS tonnage/class, etc.
Then there is the fact that most good players, power players, will gravitate to whatever is the best - and in your version of this game, that equals clan mechs.
Very few people want to play underdog scrub-mechs that are ripe for being farmed.
The concept of 10v12 is flawed at the very core, and would likely be a nightmare scenario for PGI - and probably for the playerbase as well.
Edited by Ultimatum X, 14 July 2015 - 12:13 PM.