Because of
this thread, I think I'm going to be
that person today.
So here goes ...
SkyHammr, on 08 October 2015 - 07:43 AM, said:
To be more precise:
F... Lore FOR Balance.
Then you should be playing this:
cdlord, on 08 October 2015 - 07:56 AM, said:
Indeed. They need to treat them separately. Balance IS v IS (and balance doesn't mean identical) and Clan v Clan. Once you got that right, then you use what the designer used to balance IS v Clan which in MWO can be 12v10 (which they said was not possible) or by varying the available tonnages.
But a number of video game "experts" here have already "proven" that it will not work.
Bilbo, on 08 October 2015 - 08:45 AM, said:
How balance is achieved is irrelevant as long as the game is still enjoyable to play.
Well, so far, all attempts at making Clan Mechs ~ IS Mechs have failed, and arguably quite miserably. So don't you think maybe it's time to try something else, like what
cdlord is suggesting?
Mazzyplz, on 08 October 2015 - 09:01 AM, said:
you mean kinda like in starcraft it is balanced because there is only one race to play with 3 different skins right?
How was that balancing done in Starcraft again? Surely it was some kind of symmetrical approach like:
Terran Units = Zerg Units = Protoss Units
and:
Terran Equipment = Zerg Equipment = Protoss Equipment
right?
Right?
Ted Wayz, on 08 October 2015 - 08:46 AM, said:
Balance is important in competitive games. This is not a competitive game.
Also you can never balance player skill so balance is always relative.
Be very careful with your choice of words. The so-called "elite" "top-level" "high tier" "competitive" folks might come and bite you.
Case in point:
pwnface, on 08 October 2015 - 10:17 AM, said:
Just because you aren't competitive in this game it doesn't mean this game isn't competitive.
You should balance assuming both players are perfect. Balance a game based on the mechanics and not what your average scrub-tier player can do with them.
Actually, I'd rather you assume players are unique individuals with different skill sets (i.e. different strengths and weaknesses) and then design your game to accommodate those varying skill sets.
Assuming players are "perfect" just traps designers into that highly-symmetrical 1-on-1 mode of balance thinking. Even your post is indicative of that, given your use of the phrase "both players". MWO is a team-based game, not 1-on-1 slug fests.
FrontGuard, on 08 October 2015 - 08:24 AM, said:
Okay... I give up you guys are correct.
Well, I did say I was going to be
that person.
Edited by Mystere, 08 October 2015 - 10:40 AM.