Grus, on 17 July 2017 - 08:30 AM, said:
If they would have launched clans correctly and PER LORE we wouldn't have the issues we have today.
Kind of a useless statement. This is the game we have now, and what we wish had happened years ago is pretty irrelevant. That said:
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They should have done this;
1) FW dropdecks for clan should be for 10 players i.e. 2 Stars.
Nope. Balancing assymertrical numbers in a PvP arena game is basically impossible, as the adjustment is too coarse. It's not just "10 players with mechs that are 1.2 times the strength of the mechs on the 12 player side" - it just doesn't work that way. If PGI struggles to balance even numbers(Note that EVERY game struggles to balance equal numbers with different factions), it would do even worse with different numbers of players. We've had this discussion a lot of times over the years.
The long and short is, even if you want to believe having different numbers of players per side is no harder than equal numbers, it certainly isn't easier.
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2) BATCHALL should have been in place from day one for bonus rewards for winning with less tonnage than your opponent
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3) make clan population limited to always be less that a %of IS.
What? Now you're going right off the deep end into ridiculous. Who gets to be clans? Clan mechs launched before faction play existed, so people who bought clan mechs early on suddenly don't get to use them because there's not enough IS players? What if a current IS player had been buying Clan mechs, but then suddenly can't switch to Clan's because a couple IS players quit? Jesus. You can want to have all the fluffy lore stuff you want, but this is still a business and needs to have fair rules in place for everyone. You can't just screw people because you feel one faction needs more players than another. That's atrociously bad business.
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4) current balance is fine for QP so have lore numbers for FP "simulation" and current balancing for QP. That simple.
Wait, you want to have a fully different set of weapon stats/etc for QP and for FP? Is that really what you're saying? Because that's an atrociously terrible idea. Maybe I'm misreading that, so I won't bother going into WHY it's a terrible idea, and I'll just accept I'm probably misunderstanding you.
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There are plenty of other games that handle balancing in much the same way, so it shouldn't be that hard to implement. I just think PGI lacks the hubris to admit they messed up and fix it.
Plenty of other games? Like what? Name some.