QueenBlade, on 07 February 2017 - 03:17 PM, said:
Clan tech COSTS more. A lot more, especially after a player had made modifications. One balancing factor in the Mechwarrior / Battletech universe that isn't being used by today's balance mechanics.
PGI nerf's a weapon, equipment, mech's quirks, or buffs it. But the price never changes.
It is quite possible to see a slow down in the Clan advance simple due to the fact that Clan tech costs much more than IS tech.
And the timer could be something that reflects off of the cost.
Idea there being that light mechs would repair faster than assault mechs.
Exactly.
At the moment we have the additional option to balance by tonnage in Faction Play.
If we added in a logistics cost to get to the battle and a repair cost for inbetween, we suddenly have two additional options that could be used to help with the balance in a way that does not directly affect mechs and feel like a nerf.
If we keep it really simple, we could do something like this:
Logistics
Number of mechs in drop deck * Total Tonnage * c-bill cost = Jumpship Logistics cost.
This is a simple upfront cost that gives us a clear and visible economic risk for deploying our mechs into battle.
We can then build on that with Clan/IS and specific faction differences, personal and unit based modifiers and so on.
For example:
Number of mechs in drop deck * Total Tonnage * c-bill cost * 1.2 Clan Modifier = Jumpship Logistics cost.
Or
Number of mechs in drop deck * Total Tonnage * (c-bill cost - 10% Davion Logistics modifier) = Jumpship Logistics cost.
Or
Number of mechs in drop deck * (Total Tonnage - 10% Steiner 'We like Assault Mechs' Bonus) * c-bill cost = Jumpship Logistics cost
Or
(Number of mechs in drop deck -1 for personal Dropship) * Total Tonnage * c-bill cost = Jumpship Logistics cost.
We could do the same thing for Repairs/Rearm and also keep it really simple.
Repairs/Rearm
(100%-Mech% health)*Tonnage = Total Resource Point cost
This makes mechs that are more heavily damaged and mechs that are bigger more expensive to repair.
A flat re-arm cost could be used as it might be messy to work out different costs based on different ammo loads in a mech.
But we can then do the same individual modifications based on Faction or personal/unit modifiers.
For example:
(100%-Mech% health)*Tonnage + 25 rearm cost = Total Resource Point cost
Or
(100%-Mech% health)*Tonnage + (25 rearm cost - Marik Supply Bonus) = Total Resource Point cost
Or
(100%-Mech% health)*(Tonnage-10% NPC Technicians) + 25 rearm cost = Total Resource Point cost
If we stick with the stages then we don't need a timer for repairs. Simply use the match duration and a yes/no flag.
In an open warfare system, a timer would need to be used and then there is a third option we can use for balance, faction depth and personal/unit modifiers.
If we keep it really simple, this should be entirely possible even under the given structure we currently have.
My personal preference is to move Faction Play into an open warfare system where we can join battles, reinforce other players, drop out again and fight back and forth over the territory and objectives for as long as it takes. There are so many more benefits to that style of battle than the current 'stage by stage matches' we have now.