Mystere, on 11 December 2015 - 06:06 PM, said:
If we were at 3025 or the Dark Ages, I'd probably agree with you. But, we are not. The Clan Invasion is the era of this game.
As for FASA saying it was a mistake? Well, boo hoo! Big ******* deal! Mistake or not, that is what it was. And yes I do want a war game. That's why it's called MechWARrior in the first place.
And what you guys actually seem to want is eSports. Meh!
Or in other words:
Bravo. This person gets it.
So you're saying there were no wars or challenges in 3025 or Dark Ages? That the game was somehow easier in those eras?
Your argument has absolutely no basis. What we're talking about is how to balance MW:O and WHY. The why is the same reason that Battletech was balanced the way it was. It was for a short time balanced badly; that's the Clan Invasion era. It was a mistake and a bad design. There is no logic, no reason and no real justification for intentionally repeating someone elses mistakes.
So to clarify, mechs balanced 1 to 1 is absolutely in keeping with Battletech/Mechwarrior game design. Most of the game is balanced on that concept in as much as a wargame ever is.
I want a FPS game. I have wargames; I have a number of them. You can have a FPS in a battlefield setting. In fact that's pretty much the general concept of most of them, especially PvP games. You seem to be trying to imply that actually balancing a game that's designed as a FPS as a FPS is.... what, inferior?
I still play Battletech/Mechwarrior tabletop with some friends of mine. What you're saying is you want to intentionally make bad game design decisions because..... you find that more fun. Okay. That's not a basis for balance for the whole game for everyone. It's not however unreasonable to take the conclusions about good game design that FASA and pretty much every other FPS game designer has made into consideration when balancing the game.
Finally, there's absolutely nothing about trying to use 10v12 or 8v12 that is more 'balanced' than 12v12. If there's one thing the tabletop version showed is that it ends up less balanced and more broken, not less. The idea that somehow 10v12 or 8v12 or any of the features you're talking about adding changes the nature of imbalanced gameplay to make it somehow balanced is the exact same terribad logic PGI tried to use with having ECM broke as **** being 'offset' by PPCs briefly disabling it or having it be a counter to missile locks or any of that other truly crap design decision stuff they've made about having a broken mechanic offset by a broken mechanic.
If something is broken you fix it. You don't break something else to 'offset it'.
I'm all for more complex game mechanics and game-modes. I played esports when esports was a new concept. Have no interest in it now. I have way more interest in a far more complex Community Warfare, Role Warfare and Information Warfare. However none of that is going to work if the underlying mechanics are not balanced.