Here is the experiment:
Take an Inner Sphere Loyalist (one who prefers to play inner sphere because Reasons) and a Clan Loyalist (one who prefers to play Clan for Reasons). Ask them to make the game "balanced across both factions" with the rule that the IS teams always have 12 players.
You may expect the Inner Sphere player to prefer some sort of 12v12 with clan nerfs and IS buffs.
You may expect the Clan layer to want 8v12 or 10v12 with Clan superiority in Tech, but IS superiority in numbers.
Then, make them play for their opposing faction and see how much fun the game is for them.
Here's my guess as to what would happen:
Inevitably the IS player will be satisfied with playing either faction, as a 12v12 game lends similar experiences to both sides.
However that Clan player, once stuck in the low-end Inner Sphere tech he created, would not be enjoying the game he made very much. He would contain about dying too easily, about how he can't get any kills, and that IS tech sucks. He would then say "why would anyone NOT play Clans? The IS blows!" even though he personally made the game that blows.
Now you can understand why this game is not being designed "to lore." If Clans are so much better than IS, then nobody want to play IS. And when the MatchMaker requires 3 IS players for every 2 Clanners while the Clanners outnumber the IS players by a wide margin, you will never get a game.
So, before you suggest ways to balance the game, ALWAYS imagine yourself playing BOTH SIDES of the conflict and ask if the game would be fun for you and your enemies, alike
Edited by Prosperity Park, 05 January 2017 - 03:49 PM.