Mystere, on 18 November 2015 - 12:04 PM, said:
I've been hearing this for a while now and yet no one has given any definitive proof that it will not work. Care to take a stab at it?
I'll use the SC analogy.
We have zerglings vs zealots, where it takes four zerglings to equate to a single zealot. So imagine a PvP game where you control a single unit, be it a zergling or a zealot. You have one life in that round. I wouldn't find playing a zergling very fun and I imagine most players wouldn't
Now let's look at Natural Selection.
The two base units on each side play differently, and the Marines are noticeably more powerful than the Kharaa. The Kharaa make up for this with both individual unit speed and a simulated numerical advantage by a more efficient resource use. Both sides are equal, yet wildly different. The average marine is noticeably more powerful than a Skulk (if the marine can shoot straight) but waves of skulks will eventually wear down the TSF through attrition based warfare.
Another thing of note about Natural Selection is that the TSF plays like the typical FPS game and the Kharaa play wildly different, and I don't know how to really describe it if you've never played it or watched videos of it.
And NS1 and NS2 have strategic elements to balance the two sides, and victory comes down to which side had the better commander.
Then we have the wildly lauded MWLL, which used a respawn/resource based system. IS mechs were generally cheaper while Clan mechs generally were better, which was a strategic choice for a player "Take a cheaper mech or a better mech for this base assault?" Which made you assess the situation: how likely are you to die in this assault, how important is it that I draw multiple cheaper vehicles and wear them down with numbers, would it serve to put all my eggs into one basket and draw a single extremely power vehicle?
So MWLL has a strategic element to the meta to balance sides.
And yet, even MWLL threw large volumes of the TT out the window and vastly closed the gaps between the tech levels. Which is conveniently ignored.
If PGI allowed the clans to be TT levels of powerful and used BV 2.0, and each player had only one life per round, it wouldn't take very long to leave the IS queues pretty empty. While if they made CW into a no quirks, no nerfed clans, but added the strategic element of resource efficiency with RnR, cost of lost units, used a BV, etc.
Think for a moment, if instead of 240 tons split among 4 mechs, you just had 240 tons. That means a player could take a pair of Direwhales and a Cheeto, or they could take eight Cheetos, or three Novas and three Cheetos. And taking quirks away, the IS were given 400 tons to work with (which is about how equal they were in TT on a tonnage to BV ratio). Imagine how many Locusts an IS player could take, or how many Blackjacks, Jenners, Cents, Hunchies, Catapults, etc you could fit into a dropship.
I'd play that. But the regular queues of mix tech with unnerfed Clans or unquirked IS? Hell no... I wouldn't touch that and from gathering what people on r/outreach, r/mwo, and here say, I imagine it wouldn't be a terribly popular idea.
If they made the regular queues unquirked IS v unquirked IS, unnerfed Clan vs unnerfed Clan, or nerfed Clan vs buffed IS (current format); but if PGI turned CW into the no-nerf, no-quirk zone with a strategic meta of logistics, funding, strategically important planets, RnR, then the idea of asymmetry in this game would likely be far more successful than the current iteration of CW.
But this is an arena shooter like the previous titles, and in those titles, the stock PvP that came with the game, the Clans shat all over the IS. It was only in player created leagues like NBT that added a strategic meta element to the game that gave parity to the IS.