I think the concern here is that "IW" will be factored with high potency. Looks like the consensus (and I agree) is that it should not be. Very small value in the overall scheme.
I hope that "firepower" in the OP is not the same as firepower in the mechlab which is just a simple summation of weapons' max damage. This summation would have a Kintaro 18 with two ML's and five SRM6's more powerful than the average Victor.
Numerous aspects should be factored into a "firepower" rating.
Damage
Range
Duration
Pilot correctable during firing (think ERL)
Hardpoint location
Spread
Velocity
Guidance
Also maybe:
ammo dependency
weight
A reasonable calculation can be arrived at for weapon effectiveness using these parameters, but how do you apply that to an empty chassis? Only the types and locations of hardpoints are known.
If the idea of this is to level IS and Clan mechs, I vehemently disagree. I'm a long time IS player, but still believe clan mechs and clan pilots should be powerful, should be feared. The very character of the IS v Clan game is washed out by levelling. Leave the clans strong! In open play, the MM can smooth out the disparity. In CW the 12v10 approach (and other calcs) should be used. I'm not saying the clan should have super-mechs. A mediocre TW pilot should be defeatable by a competent IS pilot driving ANY weight class. But since the game doesn't have different races and species, the Clan/IS difference should be pronounced.
I think a better way to handle IS/Clan difference is to make the Clans a slightly more exclusive club. It should be for players willing to spend real money or veterans willing to shell out tons of Cbills. Remove all clan trial mechs. Let a new player's first view and experience of a Crow be terrifying. Preserve the mystery and power of the Clans. Make the adjustments elsewhere. Other methods of segregation could be considered (but would prob be unpopular).
Quirking for Character:
As the avalanche of mech types proceeds the need to distinguish them is becoming acute. I agree that they need some character. In addition to general chassis quirks you could also try integral modules and integral weapons (very small ones). And there are also special inclusions that involve programming effort. The names of some mechs lend themselves to 'character.'
Perhaps the QuickDraw has crazy fast torso and/or convergence. (It's a quick draw!)
Perhaps the Arctic Cheetah has explosive aceleration. (It's a cheetah!)
Perhaps the Shadow Hawk is more difficult to lock.
Perhaps the Summoner has an integral Air Strike module (which must still be supplied though)
Perhaps the Firestarter has an integral Flamer
Perhaps the Dragon has two! (It's a Dragon!)
Perhaps the wolf pack shares info better (Dire, Timber)
Perhaps some non-JJ lights have integral module Shock Absorbance
Perhaps the Highlander has an armored kilt. oh nevermind.
More complicated, but I like the idea, is abilities/items limited to certain mechs. This would require programming. For example, for some mechs with articulated arms but no hardpoints, a hardpoint for a Roman-style shield would be cool (Did someone say Centurion? How appropriate.). It might weigh 1-3 or 2-4 tons (depending on how much armor was on it) and have three carry positions. Side carry would protect from that side and not impinge speed or weapons. Overhead carry for limited LRM protection, speed -25%. Front carry for big neck to thigh protection, torso weapons disabled, speed -50%. Another perk would be a pretty large canvas for the art team. Faction symbol, either bright or subdued? Or maybe a Go-Daddy advertisement (jk). Three Centurions abreast, shields forward and free arm firing would look pretty wicked.
Other ideas: some mechs with anthropogenic legs could kneel for a lower profile. JJ's with better in-flight control. Lots of these things have been suggested in the forums. Limiting them to certain mechs would add character.
Edited by BearFlag, 12 September 2015 - 08:38 PM.