http://mwomercs.com/...actually-works/
grayson marik, on 15 September 2015 - 10:24 PM, said:
during the last
The newest iteration is currently running on PTS.
Many of you and also some of PGI staff have noted multiple times, that a real balance can never be achieved and that it will be an ongoing process with ever ongoing changes.
Now, let's put this number crunching to an end and finally balance the game with an auto scaling, self controlling system, that gives the player just one value to play with: Mech Battle Value.
Big words you say? Here is how it works:
Every Chassis, Weapon, Equipment, Module, Consumeable gets assigned a base BV value.
So the BV of a Mech is the sum of all those values.
Now here comes the candy:
All those values change dynamicly based on how often and how successful a wepon, chassis or any other equipment is used. PGI already collects all these data so there is no barrier to use it.
If something is used because its OP, the BV for it will rise. If something i.e. Urban Mech, Highlander, Awesome, Centurion, Single Heatsinks etc. is not used often, BV values would fall for this equipment. ( Even the skill tree and player rating system could be part of this system, as a very good player would also have a BV he adds to his Mech and thus would be challenged to use even more bad equipment in order to keep BV limits )
Now, if we go to matchmaking, we simply replace the weight based 3/3/3/3 for groups with a simple BV limit to keep. Or a BV limit for CW Dropdecks.
If you now want to field a very good Mech with a high BV, you will have to use some junk Mechs also in order to keep the limit.
The system would control and scale itself and PGI would be able to control it by the parameters:
Base BV, rate of BV rising and rate of BV falling.
Even the BV limit for matchmaking could be calculated dynamicly. MWO would simply calculate the "Average Joe BV" of all mech currently owned by players and would mutiply this with the number of mechs nedded. 4* Average Joe BV in CW and 12 * Average Joe BV in public queue.
What changes for the player?
- The Mechlab skill changes from " How to stuff as much current Meta Wepons into my Meta Chassis " to " How to build an efficient Mech, with as low BV value as possible"
- "Junk" Mechs and equipment would be used not only in beginners Matches but also in more competitive fields like CW
- With the more mixed equipment used, complete new tactics and roles would evolve and would bring more depth to the game
- beginners would not face the uber Meta Mechs all the time
- The system is self scaling
- The system is dynamic
- The system provides balance without punishing Meta Configs at all
- Role warfare (or whatever other goals PGI has) can be promoted by PGI by changing base BV, rise and fall values for certein equipments
This system does not try to balance everything to each other it does NOT nerv any weapon or META config.It does not nerv CLANS. It does not limit players choice in Mechlab.
It only gives high META equipment a price in relation to not used equipment and finally ends the arms race wich happens after every balance pass. It consequently follows the high demand = high price, low demand = low price paradigm of economy.
And the very best of it all:
We could kick Ghost Heat, DHS with 1.4 and 2.0 values and set all weapons back to TT values the dynamic BV will balance all this stuff automaticly.
Where i got my inspiration from:
A similar system runs the economy on innerspherewars.eu.
For almost 8 month's now we use it to balance the troops you can buy/ build in the league by such a system and you know what?
Since the system started and the numbers regulated themselves from start values after the first 4 weeks, we have had not a single one complaint about equipment being to cheap/expensive used to often etc etc etc.
All the horrors of balancing a league wide economy have gone!
Only difference to this BV system is, that we also have maintenance consts of 5% of the units value. And as unit values rise and fall based on demand, maintenance consts also rise and fall...