Mystere, on 28 December 2016 - 07:53 AM, said:
How exactly is that any different from today with "varying player skills, varying effectiveness of builds, and people going disco or AFK last minute, etc."?

Because in a 12 v 12 with sides roughly equal in tech, missing one guy isn't the end of the world. One guy missing is (in theory) less than 10% (roughly 9% or 8%) of your total force in numbers. Of course this varies on whether it is a light or an assault, but for sake of argument, we will say it is less than 10% reduction in force.
Now, lets balance for tech with numbers. Lets say IS 12 v Clan 8. Now if a clanner disconnects, that player more greatly affects balance. The clan force is now down by 13 or 14%. It skews the balance way more than if you started with an equal amount of players 12 v 12.
Of course the percentage is really just there to help visualize the effects of a disco more than anything, but it still helps paint a picture of how it can more greatly effect balance.
In a TT game, that can be accounted for on the fly by a GM (if somone had to leave in an emergency), but in a game like MWO where the rules and objectives are rigid, it makes it more devastating.
Edited by MeiSooHaityu, 28 December 2016 - 08:22 AM.