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The weight class imbalances in TT were because of a few reasons:
1. Because TT was played primarily by old men who like their games to be "real war," and "real war" is not balanced in any way...or fun for that matter.
Battletech was played mostly by college kids when it first game out. Although theyre old men NOW.
But tabletop aside, look at the other mechwarrior games, light mechs have always been worse than assault mechs. MWO is the first game in the franchise to try and equalize them. And its always been the wrong approach. Lights should be worse than assaults at combat. But there should be other roles in the game besides combat like scouting/electronic warfare that still make lights/mediums important to have on your team.
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2. TT allows team setups to be asymmetric in numbers, meaning that you could have a small group of elite units or a large group of cannon fodder. In MWO, both teams are hardlocked to 12 players, which means this approach is impossible.
Nope its not impossible with the implementation of ticket-based respawns; when a mech dies your team loses tickets equal to the mech's tonnage. That inherently makes light mechs worth less than assault mechs which is how it should be.
And for one-life gamemodes you'd simply have a preloading screen for each game, allow players to change mechs during the preloading screen, and in order for the game to launch both teams have to have balanced tonnage.
And there should be actual role warfare so other roles like scouting/electronic warfare are useful enough that taking lights/mediums instead of just all heavies/assaults is worthwhile for both teams.
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3. Also, TT let you control multiple units at the same time. This means that if one of your cheapo units died, it wasn't a big deal because you could have a whole army left over. But in this game, every player only gets a single unit at a time, so having each individual unit not suck popsickles is a lot more important.
I've already explained how to translate that to MWO: ticket based respawns. When a mech dies your team loses tickets equal to the dead mech's tonnage. So cost lights less than assaults. And then you pick a new mech to respawn in. Simple.
Edited by Khobai, 28 January 2016 - 04:17 PM.