The Idea
To rebalance mechs based on role warfare as set out by PGI.
How we do that
If the idea is to rebalance based on role warfare, let's start by defining mech roles and how they make use of the 4 key components in each mech - firepower, mobility, sensors and armour.
Mech Roles
I grouped the mechs into those potential roles. Can debate the names later. =p
1) Scout: +Sensors +Mobility
2) Harasser: +Mobility +Firepower
3) Interceptor: +Mobility +Armour
4) Tank: +Armour
5) Support: +Sensors +Armour
6) Striker: +Firepower +Armour
7) Sniper: +Sensors +Firepower
Valuing The 4 Mech Components
Before we apply anything, we need to know that the 4 components are not equal. I see them like this:
Firepower >>> Mobility = Armour >>> Sensors
So when applying quirks, firepower counts as a 2% for every 1% added, mobility and armour as 1% and Sensors for 0.25%.
Applying the roles
The idea is to give each role a level based on how much love the mech needs (determined by existing hardpoints and hitboxes essentially). From previous quirks we see that anything below 10% is a waste of time. I know anything above 30% gets ridiculous on weapons, but when you see how its' applied I think it'll work.
These values of course can be adjusted.
Level 0: No quirks required -1 mech/module slot
Level 1: Quirk total max 20%
Level 2: Quirk total max 50%
Level 3: Quirk total max 100%
Level 4: Quirk total max 150% + 1 bonus mech/weapon slot
Level 5: Quirk total max 200% + 2 bonus mech/weapon slots
In terms of quirks - we should avoid quirks which directly effect the weapon system (VELOCITY) and focus on the mechs internal system which effect weapons (HEAT DISSIPATION, STABILITY WHEN FIRING, RE-FIRE RATE ETC)
I see modules as a chance to 'design your own quirks' - and as such they should be made more plentiful and a little cheaper. They should also be stackable.
Here's an example with 2 scout mechs:
Take a terrible scout mech (Say LCT-1M or COM-1B) and give it level 5 quirks.
It could get:
+100% sensor range
+100% target aquisition time
+100% target lock time
+100% target aquisition delay (defensive)
+25% acceleration
+25% deceleration
+25% turn rate
+25 % torso twist rate
+2 Additional mech/weapon module slots.
Since sensor quirks account for 0.25 points each, and movement quirks 1 point each, you can see the above total comes to the 200% total quirks allowed for a level 5 Scout.
This means, out of the box, the commanda 1B would aquire targets much farther, much faster and hold them longer, as well as anyone trying to target the 1B would take twice as long to lock on to it - meanwhile it moves quicker.
You also get the extra 2 mech/weapon slots to customise it to the quirks you like. They could be stacking on 2x heat dissipation modules if you want to make your scout a little more of an energy boat etc etc.
Take a much better scout mech (Say SDR-5D) and give it level 3 quirks.
Currently, I think there is no Level 1 or Level 0 scout mech in the game. So we take a 'better' scout like the Spider 5D and slot it into level 3. Yes, for those paying attention I'm basing it on Gman's metamechs rankings for now.
It could get:
+50% sensor range
+100% target aquisition time
+100% target lock time
+50% target aquisition delay (defensive)
+25% acceleration
Now you can see that given the spider has ECM and more firepower, there's a significant trade-off between the 2 mechs. Is it balanced? Not entirely sure. But at least there's a clear FORMULA at work here.
Here's another example using 2 snipers:
VND-1R: LEVEL 5 SNIPER
+100% sensor range
+100% target aquisition delay (defensive)
+20% Heat dissipation
+25% faster weapon cooldown
+40% less shake while jumping
+2 Additional mech/weapon module slots.
You can debate the numbers - but I do feel that this mech suddenly looks like it could have an interesting role - less reticle shake while jumping could be a nice quirk for some sniper mechs.
SHD-2H: LEVEL 3 SNIPER
(This mech is level 2 in Metamechs, but that's with existing quirks)
+100% sensor range
+100% target aquisition time
+15% Heat dissipation
+10% faster weapon cooldown
One last example using a tank:
Atlas AS7-D - Level 4 Tank
+20% CT Armour
+20% LT Armour
+20% RT Armour
+20% CT Structure
+20% LT Structure
+20% RT Structure
+15% LA Armour
+15% RA armour
+1 Bonus Module Slot
Module System Rework:
To make this really sing, we should rework the module system as well. And modules should also be grouped into the 4 clusters (Mobility, Sensors, Firepower, Armour).
I think all of these quirks should also be available as modules (max 10% value) costing 1-3m (if you buy outside your mech's core role you spend more $) each. And they should all be stackable. So you should be able to then decide how to customise your mech with modules.
NEW EDIT - How it could work for clans:
My idea for clan mechs is that individual components do not give quirks. Instead, the chassis gives a set of quirks, and your percentage of quirk decreases the less omnipods of that chassis you have on your mech.
For example - TBR-S being a mobile brawler may get 20% jump jet thrust and 20% jump jet fuel regeneration quirks, as well as 10% heat dissipation if you bring it stock.
For every omnipod NOT from TBR-S, you lose 5% across the board.
(Those numbers are totally off the top of my head btw).
This way it also gives clanners a bigger difference between chassis...as one of the big clan issues now is each chassis is barely different from the other.
NEW EDIT 2 - LEGENDARY QUIRKS
Had another idea - some mechs should have specific quirks if they are known for doing one thing very well.
For example - Jagermechs getting ultra ACs that don't jam, Hunchbacks getting AC20s with much bigger ROF, Awesomes with the PPCs getting big heat quirks.
For clan mechs, these will ONLY UNLOCK if the entire mech is using a single set of omnipods - off the top of my head, bring the stock WHK-PRIME and you can get real big buffs to handling 4 ERPPCs.
The only time weapons should be quirked is on the chassis totally known for them.
Edited by makbeer, 13 September 2015 - 08:37 AM.