Mechwarrior was never balanced. It was always about cost of certain, better technologies, a game mechanic which could have been further expanded instead of changing the fundamentals of the system; trying to reinvent the wheel instead of working on the pillars of what BT once was.
I will make a direct comparison to Gundam Vs games. Just as in BT, there are plenty of diverse and ridiculously overpowered Gundams as well. But the Japanese developers tackled this problem in their games in a simple manner while keeping the spirit of greatness and strength among the best machines in the universe.
How did they do that? By not bending the rules and making it work like it actually does in terms of power: each machine has a cost associated with it. Whatever you pick, may it be something simple or incredibly strong, it will come at a price when you deploy or lose it. Some machines cost two times or three times as much as regular ones which still remain competitive. Actually - the cost of the best ones does usually not fully translate into performance that you get, unless you are really, really good with it and can reach the skill ceiling by mastering the particular chassis.
The same system could work incredibly well in MWO instead of trying to balance something that was never even close to balance from beginning. Instead of putting mechs into tiers and giving them made up buffs, why not give them a battle value (as a deployment cost), which could be tied deeply and more interactive with the game modes:
- it would integrate very well in FW (total cost of your drop deck instead of tonnage, no limit or required numbered of mechs you bring can do 5 cheap mediums or just one state of the art assault with twin heavy gauss rifles and what not)
- it would work with Solaris (drop deck mode like FW or respawn last man standing mode where you would be losing points until you run out, piloting a more expensive mech becomes incredibly risky if you get killed)
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- not to mention it would make obscure mechs still worth using without having to rely on nonsense buffs simply because they're cheap and economical.
- we could do much more varied builds and open door to new weapons and technologies without having to worry about balance problems. You want to use full Clan tech? Sure, but it comes at double the cost. You want to use X-Pulse Lasers and RAC? Sure, but those things will increase your battle value and they also break a lot, making it a gamble investment.
I'm sure we could come up with an idea where this would also work in quick play with some matchmaker optimizations, but highlight of the game would be FW and Solaris, where these battle costs & repair mechanics would come to their full potential.
At that point I don't even know why would we still need QP; which could be replaced by Solaris as the new form of QP, and moving QP map rotation and battles into FW as primary game mode. But outside planetary conquest (current FW mode with no MM), these small battles we're having would just happen visibly on the map now with integrating the repair cycles and costs into everything together so it remains coherent.
This is what I actually envisioned what MWO could be when I first heared about the game, years ago. By now I know Russ is too stubborn to ever even consider a complete revamp of the game like this. It would even require less work than building a system of logistics and living universe in FW (that's what Star Citizen was trying to do and look where it got them), however just with ditching the balance ideas and let the overpowered mechs be overpowered, and giving us a reason to pilot X over Y and sell us Z because it creates new options, not just copy pasting same loadouts on a different looking chassis, everything would make so much more sense...
But one can dream, right?
Edited by NeoCodex, 26 July 2016 - 05:40 AM.