What is FP about?
It is about the clan invasion. And clans are expected to be superior and overwhelming. And they can be pushed back only with the extreme and coordinated effort of IS. Actually, FP exposes this element, well, mercilessly. In fact, it excels in bringing in the horror and misery of clan invasion.
...so why are we unhappy?
Because it's a computer online game, and we want it to be fair. We crave for a chance to win, based on our skills, not the tech-tree we choose. Unfortunately, the balance is blatantly at odds with the IS vs Clans war. This contradiction lies in the very core of the FP experience.
How can we solve it?
The other side of this problem is that PGI built a game mode around the highly imbalanced tech, but refused to counterbalance it with a game mode design. So what are the options?
- As Dane suggests, allow mixed clan/IS tech on both sides: the simplest solution, but deadly to the flavour of clan vs IS war.
- non-equal team numbers (e.g 10 vs 12): this is the TT solution, vehemently rejected by PGI. I understand that it could cause some serious technical problems, but this would be at least a lore-friendly solution. It also saves the flavour of clans superiority (and even makes a room to buff them here and there) and keeps the game mode design close to what it is right now.
- Serious tech change: My first candidate for this is the XL engine. The fatal side torso destruction worked perfectly within the pure IS tech (a clean trade-off: more fire-power for fragility), but it's too serious a vice against the clans. I've also read somewhere on this forum that the deliberate piercing of side torso in TT was extremely difficult, so this is a kind of artefact related to the computer-game. We could get rid of this.
- Highly asymmetrize game mode design and goals for clans and IS, so it counterbalances the tech. Simple example: to get the omega exposed clanners have to destroy two distant generators simultaneously (not one by one). This forces clanners to separate in at least 2 groups, but IS can focus all their effort on defending just one gen. Another example: during the invasion clanners must also intercept an escaping messenger (which means that at least a few of them must detach from the main forces), otherwise IS gets e.g. a supporting Long Tom shot. I'm sure we can come up with dozens of such solutions, which would effectively break the 12 vs 12 scheme.
EDIT: One more solution, PGI brings in the IS omnimechs, on par with clanners. This is quite possible since it goes along with their business model...
Edited by Major0103, 16 December 2016 - 04:04 AM.