-Ramrod-, on 11 March 2017 - 10:32 AM, said:
They really aren't crutches. They are necessary to be somewhat competitive to Clan mechs. Because let's face it the IS has a lot of ****** mechs. Also the only crutches I see is meta builds...you know...PPCs and Gauss Rifles on anything that can hold them.
I will provide a more useful and less sarcastic response now, since it is coffee time and no longer beer time.
First off, in BattleTech the Inner - Sphere has:
- Mostly mechs that are more than 300 years old and have been continually repaired with salvage parts by people who have varying degrees of skill (backwater black matket tech, vs great house military tech, vs friend that tinkers).
- Mechwarriors who have varying degrees of experience and skill (this is where your skill in the game comes in).
- Starting to integrate loss-tech back into their mechs, but this is rare and expensive and mainly restricted to the most elite military units that have the most money and resources.
- Starting to once again produce new mechs built around loss-tech, but these are very rare and once again mainly restricted to the most elite military units that have the most money and resources. I will give a very brief summary:
The Clans Have -
- Never lost any tech and have only improved on Star League during the 300 years that they were in exile. Yes, there was infighting amongst the Clans, but their who society and infrastructure was built to minimize the loss of life and technology, so their infrastructure remained intact (for the most part) and their Mechs are supposed to be superior, especially since even the lowliest Solahma will be piloting a mech that had much more advanced tech than an IS pilot. Now, in MWO the Clan Tech is already greatly nerfed in order to give IS a chance as a tradeoff since Clans are not forced to fight according to Zellbrigen (although after Tukayyid the Clans only honored Zellbrigen if their opponent did).
- Clans have genetically engineered mechwarriors who are bred to be mechwarriors and who, for the most part do not have the home life distractions or concerns that most IS pilots have. Now this can never be accurately reproduced in this game unless the Clans are given incredible quirks, far beyond what the IS has (I do not advocate for this), however in MWO in real-life the Clans and IS have roughly the same chance of having a skilled player or a "potato".
Now, my idea for a lore solution is that the skill tree should work differently for Clans and IS and that neither Clan nor IS mechs should start with ANY quirks.
The IS skill tree should -
- Cost more to unlock skills in the beginning and get gradually cheaper as they progress through the skills (this would simulate the IS pilot learning to counter the Clans tactics and would simulate the IS pilot's adaptability).
- The "high-end" IS skills should also give better bonuses than the Clan skills (to simulate the IS pilot's adaptability and the Is techs' creativity).
The Clan skill tree should -
- Cost less in the beginning and the "low-end" Clan skills should provide better bonuses than the IS skills, but get gradually more expensive and the "high-end" skills should provide less of a bonus than the equivalent IS skills (this would simulate the "superior" genetics and superior training of the Clan mechwarriors, but would also simulate that the Clan warriors are more dogmatic and less "adaptable" than the IS warriors).
Ultimately this would start with the Clans being superior, but end up with Clans and IS being closer to parity by the end of the skill trees.
Edited by S0ulReapr, 11 March 2017 - 12:25 PM.