Simbacca, on 23 January 2016 - 06:24 PM, said:
Supposedly the Devs said 10 (2 Stars) vs 12 (3 Lances) was not possible. But I suggest a work around that does make it possible. While both sides drop with 12 mechs, 2 of the Clan mechs are defaulted to being stationary bots who do nothing. If these bots are the last on team - they self destruct (obviously a script needs to be written for this). Should an IS player come across them - destroying them gives NO C-Bills, XP or Points. As a visual aid to all players - the bot mechs' paint scheme would be yellow.
Well, the reason they can't/won't do it isn't cause they can't actually field 2 uneven teams, they can easily put 10 in one side and 12 in another.
The reason is that it will F**K this game in it's already hurting little butt. 10 v 12 was a hacked together bandaid solution to begin with all those years ago, worse than quirks, worse than ghost heat, worse than anything PGI has done. And it existed solely because not even the people who wrote Battletech knew how to deal with OP Clan mechs they had created. The idea is so stupidly inane on so many levels: ultimate vat grown warriors for an advanced and warlike society who want to invade and subdue the entire Inner Sphere, ok cool. But you know guys, we don't wanna be too hard on our enemies so let's deliberately gimp ourselves.... said no invasionary force, ever. So they stuck some crock about Zellbrigen and this BS honor system to make it easier to swallow but ultimately it was just poorly conceived and executed drivel to try to sell more BT packs and novels. I guess you could use the limited supply lines as an excuse, but that's reaching and still, what kind of force goes to conquer a million planets and is like "oh man, I guess we shoulda thought about supplies before we got here! I knew we forgot something!"
As reading material, or single player game material, it works and is great. In a PvP game (tabletop or PC
), it's the worst idea, and basically just caters to lore-hungry neckbeards who would rather have a sh*te game that sticks to lore than a fun game that bends the rules a bit.
So you know, I do think PGI made a bad choice on the timeline they chose. They chose the hardest era in the BT timeline to balance because of the lore part.
IMO they should have stuck to one of the following:
- earlier in the timeline (no Clan mechs) For example, any of the huge wars before the Clam invasion.
- much later, where high tech stuff was available on both sides (Dark Ages?)
But, I too have a good work around for implementing 10 v 12 and here it is:
Not ever implementing it in this game period. And thank the good mechajesus Russ and PGI firmly agree with me. PGI may do a bunch of wacky stuff, but choosing to try to balance Clan vs IS by making them equal but different was a rock solid decision. And honeslty it is working out pretty well. The sides as such are fairly balanced, now it is the time to start fine tuning individual chassis to bring the under-performers up and the handful of clearly OP mechs down to size a bit.
Edited by cSand, 23 January 2016 - 07:23 PM.