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General "balance" Overhaul -- Back To The Roots!


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Poll: "Point System" Overhaul (6 member(s) have cast votes)

Do you like this concept?

  1. Yes, exactly as described (1 votes [16.67%] - View)

    Percentage of vote: 16.67%

  2. Yes, but it not exactly as described. Needs work (1 votes [16.67%] - View)

    Percentage of vote: 16.67%

  3. No, Terrible idea. (4 votes [66.67%] - View)

    Percentage of vote: 66.67%

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#1 c33tz

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Posted 31 January 2016 - 04:47 PM

Hey there,

So... yes, I know there probably 999999 topics trying to address "balancing mechs", "balancing clan tech vs IS tech", "trying to stay to lore" .... I assure you that I am relatively certain that what I'm proposing is different, so bear with me. [If I did by some miracle duplicate, I apologize!]


@PGI Now that that is done with. Starting with costs before I go any further... I'm proposing a very ambitious concept that would require a HUGE overhaul to:

(1) Match making/tonnage use & group management/CW, etc.
(2) Individual mech tracking (awareness of every player's loadout on every mech ... large data increase.
(3)??? Possible accommodating for variable game sizes [will mention briefly later]
(4)??? Overhaul of Repair cost/upkeep structure

... perhaps these hits are too great to adapt to, but let's give it a shot here.

What I am proposing addresses:
(1) More accurate match making
(2) Ability to remove the Quirk system ENTIRELY and this endless struggle of meta vs balance
(3) Allow Clan Tech to be "Overpowered" as it should be, but still retain balance in match making.


So the proposal ..... "The Point System". Countless Classic Battletech games have used the concept of "Points" to justify the "Quality" of a unit, pilots, equipment, etc.

My idea is this: "Assign a point value to all gear (weapons, modules, equipment, chassis cores, Omnipods, etc.)"

So for example (I'm completely making this all up, point values would need proper thought & scaling of course), once could have an IS hunchback using no modules and say 8 standard Medium lasers and a medium laser cool down & range module in addition to improved airstrike module. This hunchback would be worth a point total of say: 90 points for chassis + 1 point x 8 medium lasers + 5 points x 2 for weapon modules + 2 points for airstrike module = 110 points

A similar variant using Clan tech (Say a Hunchback IIC as IS cannot use Clan tech at this time) would have the same modules, but use the clan chassis (add cost of omnipods) and Clan ER M lasers:
We get: 90 points for the hunchback chassis + 2 points x 8 for using Clan omnipods + (12 points for modules as before) + 3 points * 8 for Clan ER Medium lasers = 142 points

...A match would have a "Point Cap" per battle. So you can see how this balance out a force. Better mechs with better weapons cost more, and your battle force would end up light (or even SMALLER, if we look towards implementing variable team sizes... smaller Powerful clan force vs a larger weaker IS force for example as it really should be lore-wise).

What is also neat about this concept is it add a whole new element of design... "How do I maximize performance while keeping my point total minimum so I can be paired with an on-average "stronger" force around me?"

One addition concept to prevent abuse of favoring high point mechs. Increase repair costs of high point equipment that scales exponentially. IE: You use a very strong mech, you're going to be bleeding a lot of potential cbills... perhaps even lose cbills if you lose with low score. ... "Tin can" running is a risk... people bringing minimal, low-cost mechs... but it's going to be weak, and performances has a high impact on rewards regardless so i'd say that's a non-issue


So overall, if we replace tonnage match making/limits and integrate a point system we open up a WHOLE new MWO universe essentially.

With this we:
- Provide a balancing mechanic that can replace the current "Quirks" system (I think everyone can agree we're all looking for a better solution to this... at least if you're a battletech fanboy or interested in lore at all)
- Allow clan tech (weapons and chassis) to reach its potential (at a price to average force size/total quantity)
- Add a whole new element of Mech design and letting everyone's mech to not just be unique and but also TREATED uniquely based on how you build it.


The Cons:
- Obviously this is an overhaul... so it's up to PGI in the end if this would ever be worth it in the long run. It's not an easy implementation and would take months of testing/developing to balance it out and launch it. I obviously feel it would be an excellent change, comment/vote if you agree or not to bring awareness!
- There is risk of EVERYone bringing the biggest, most expensive mechs they can... this can be mitigated by having dynamic max point allowances for random drops (which i think already exists for tonnage if I'm not mistaken)... so some battles run at say 2000 points on each side, others at 1800, etc. This... of course comes at a cost of potentially slowing matchmaking in some cases. .... for group queue, the current system can be adapted easily to points form tonnage totals. for CW, this is trickier but the existing system should work... but possibly consider Clan teams to only have 10 players instead of 12 (sum the points across all 4 of everyone's mechs and see how that balances)
- 'the ragers" who will complain they cant kill a clan mech 1v1 with their trebuchet... but the point is to single out clan mechs in combat as you know they are highest treat-level and gang up on them... another new combat element to implement (sorta like the "Dire Wolf" feeling, but for all clan mechs)


...So thats All I got for now. Sorry that's a long one. feel free to drop comments, etc and bump this up if you agree or would be interested in trialing the idea! Make your voices heard!


Cheers,

c33tz

Edited by c33tz, 01 February 2016 - 05:16 PM.


#2 Firewuff

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Posted 02 February 2016 - 05:41 PM

It will result in massive wait times as trying to match points and get 2 even number sides would be extremely difficult on top of the player rankings etc. a couple of OP mechs could completely block the queue or they will be paired with/against a larger number of inferior mechs which is no fun for anyone. It also doesnt address quirking in a PVP game as it has the same problem of the Star vs Lance, no one wants to play the lesser mechs if their KDR is going to suffer.

#3 SockSlayer

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Posted 02 February 2016 - 07:05 PM

As things are, I don't think removing quirks would be good, as light mechs would quickly become unused since they would be too weak to use. Quirks are what make certain mechs unique, take that away, they will be too similar in abilities. I would only be for this under the following situation:
-Weapons like plasma cannon, long tom, inferno/smoke agl, heavy/inferno rocket launchers, contiuous laser beam are added, allowing for weaker builds to have more options.
-Flamers severely benefit from energy range extend quirk, if removed, flamers need to be buffed to 150m max range, (as seen in mw4), machine guns would need more range too.
-Add new armors/structure options, like reflective armor for reducing laser damage (mw4), and reactive armor for reducing ballistic damage (also mw4), would suggest also a brand new armor structure option that reduces all damage by 75%, but takes up more tonnage/slots then any other options.
-I should mention that while removing mech related quirks may be possible, the ones related to mech skill and pilot skill would not, since players would lose what they paid for In c-bills, to remove this would be a very bad idea.
-Light mechs should not have 10 minimum heat sink requirement, minimum should be determined by engine(which Is already mandatory to have anyway!!!)





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