ScarecrowES, on 08 April 2016 - 01:45 PM, said:
If it were me... the way I'd introduce new tech on either side would be one new piece at a time, introduced by including one mech at a time that uses the new tech. So, say you want to introduce MRMs to the game. Find a new mech you like that features MRMs, and introduce that mech and the weapon to go with it. This gives a few advantages. First, it makes new tech just as exciting to see dropped as new mechs. "OMG, Heavy Large Lasers drop in June!" Second, it allows you to introduce a single balancing variable at a time, and see how it plays out against the rest of what's already available.
Keeping balance while introducing one piece of tech at a time would be infinitely easier than adding a whole lot of tech into the game at once. It's much easier to get the balancing right if you're only changing one thing at a time. It would also be a lot easier on the art and design departments, easier in testing, and so on.
But you have to move the timeline forward first and foremost. Otherwise the it's a moot point.
Now, I say 3059 for a couple of reasons. First, it's past the introduction dates for most new tech. It makes nearly all mechs available from a tech perspective. Second, it's still within the Invasion era, which is the only era during which you can cleanly divide the galaxy into two opposed sides. That doesn't work in any other era. Third is, of course, because no real IS vs Clan combat happens between 3053 and 3059. And fourth, probably best of all, 3059 is the start of Operation Bulldog, which is the definitive and ultimately concluding campaign set of the war. It is by far the best era to be set at in terms of what works for CW. Far better than 3050.
With CW set in 3050, you have one single end-game scenario... either the Clans get to Terra, or they don't. With CW set in 3059, you can have 3 end-game scenarios. Clans get to Terra, IS gets to Strana Mechty, or a stalemate forcing a Great Refusal. So instead of sitting in a stalemate scenario for months on end, as is the case with CW now, you could break that stalemate and provide a definitive end to each CW session with a Great Refusal style "tournament" to decide the overall winner. This let's us have what other games have in modes similar to CW... multiple sessions a year with clear endings. Having that is both more satisfying, but inevitably helps with balance by providing a constant reset to your system in which to test changes.
3059 is just much better for CW. In fact, it's really the only timeline that truly works for how that mode is set up.
Also, if it makes you feel any better, since the Lyrans seceded from the Federated Commonwealth in 3057, it now makes more sense for Steiner and Davion to fight.
Actually, you are better off going full monty, jump in feet first and do it all at once.
Stringing it out over months/years is not going to do anyone any favors, and is not going to dramatically change the outcomes.
You have to understand here...you can easily establish an expected performance baseline from your existing tech, decide what you want the performance delta for the given new tech will be, and you can set the baseline stats in that ball park to begin with.
Then, (this is where a good QA comes in handy), you pull the information from the servers regarding usage, damage, accuracy, all kinds of different things across all matches, and you review those compared to your historical baseline, and your expected performance for the tech and adjust one or both slightly.
This is all ned and the first reader stuff, but you get the idea...one piece at a time will not change what adjustments must be made. By dropping it all at once, you gain the benefit of being able to focus on micro adjustments for a few months and be relatively done.
Gas Guzzler, on 08 April 2016 - 01:46 PM, said:
That was my initial thought as well (why I was on Team Kingfisher, and I still am). I do like that it is a dedicated CJF Assault which is currently absent from the lineup, and they could give it better agility through twist range and a little bit of agility quirks so that it isn't so helpless against lights, and that would make it have some appeal over the Dire in some situations.
Turk can still pull off dub gauss + dub erppcs well enough...which was my favorite cheese whale build for a long time.