Why Is It That Factions Don't Have Perks?
Started by Humpday, Aug 11 2018 12:51 PM
11 replies to this topic
#1
Posted 11 August 2018 - 12:51 PM
Much like Total War: {warhammer, wahammer2, shogun ect}} every faction has a set of quirks that sets it apart from everyone else.
This FP thing, it makes everyone the same no matter what clan you are.
Or is it simply, there is no ability to inject that due to "balance issues"
This FP thing, it makes everyone the same no matter what clan you are.
Or is it simply, there is no ability to inject that due to "balance issues"
#3
Posted 11 August 2018 - 01:26 PM
I don't see the point of adding faction perks, if it doesn't bring stable numbers to the game mode that isn't prime time. Better off taking the mode we got now and brutal beat it to death and then make a new one from scratch.
#4
Posted 11 August 2018 - 01:29 PM
One word - Balance.
#5
Posted 11 August 2018 - 02:14 PM
Because you could never balance Clan vs. I.S. owing to the size the data set.
Right now there is one combination of Clans vs. Spheroids. If you introduce faction specific quirks you raise the dataset to (712 * 612) combinations. You need several hundred to several thousand matches of all those sets and you need start completely from scratch every time any weapon is altered, which is every month. Can you see now why faction quirks are not needed nor practical?
Do you have another method for achieving win outcome parity between techbases all else being equal?
Right now there is one combination of Clans vs. Spheroids. If you introduce faction specific quirks you raise the dataset to (712 * 612) combinations. You need several hundred to several thousand matches of all those sets and you need start completely from scratch every time any weapon is altered, which is every month. Can you see now why faction quirks are not needed nor practical?
Do you have another method for achieving win outcome parity between techbases all else being equal?
Edited by Spheroid, 11 August 2018 - 02:19 PM.
#6
Posted 11 August 2018 - 02:40 PM
Humpday, on 11 August 2018 - 12:51 PM, said:
Much like Total War: {warhammer, wahammer2, shogun ect}} every faction has a set of quirks that sets it apart from everyone else.
This FP thing, it makes everyone the same no matter what clan you are.
Or is it simply, there is no ability to inject that due to "balance issues"
This FP thing, it makes everyone the same no matter what clan you are.
Or is it simply, there is no ability to inject that due to "balance issues"
Missed Opportunities TM
#7
Posted 11 August 2018 - 07:51 PM
"balance issues then"...got it...
#8
Posted 11 August 2018 - 08:20 PM
Humpday, on 11 August 2018 - 12:51 PM, said:
Much like Total War: {warhammer, wahammer2, shogun ect}} every faction has a set of quirks that sets it apart from everyone else.
This FP thing, it makes everyone the same no matter what clan you are.
Or is it simply, there is no ability to inject that due to "balance issues"
This FP thing, it makes everyone the same no matter what clan you are.
Or is it simply, there is no ability to inject that due to "balance issues"
It is very possible, it's just that PGI does not have the need or drive to do so.
#10
Posted 12 August 2018 - 06:17 AM
There was actually an idea floating around to implement this not that long ago, but the problem is that its borderline impossible to balance, and certain factions would inherently be stronger pushing almost every semi competitive player to go to that faction to gain a competitive edge over the rest. Even if the perks are super minor (like say 5%), its still going to be dominated by factions that provide all the competitive stuff, heat gen being primary (95% of all viable builds are heat limited), range probably 2nd (for all the ERLL spammers due to a lack of brawling dominated maps), followed by mobility buffs which every mech can take advantage of. Ofc if you want to make the factions seriously unique, that means large buffs like 10% or even more, and thats gonna make the problem even more pronounced. I just dont see it happening, if its 2% or something, it is meaningless, if its 10% or more, its gonna be a balance catastrophe, either way, i just cant see such a thing being implemented without massive backlash from the community and noone playing anything but 1 clam and 1 IS faction that provides the most valuable boosts.
The game is already hard enough to balance due to it being split between clam and IS. I just donbt have faith that PGI could properly implement asymetric balancing in a way that doesnt push everyone to play 1 particular side, as cool as asymetric balancing would be. Maybee if MWO was a RTS asymetric balancing would work (as it works in countles of those games), but for a MMO vehicle shooter like the game is now, i cant see it ever working well...
The game is already hard enough to balance due to it being split between clam and IS. I just donbt have faith that PGI could properly implement asymetric balancing in a way that doesnt push everyone to play 1 particular side, as cool as asymetric balancing would be. Maybee if MWO was a RTS asymetric balancing would work (as it works in countles of those games), but for a MMO vehicle shooter like the game is now, i cant see it ever working well...
Edited by panzer1b, 12 August 2018 - 06:20 AM.
#11
Posted 12 August 2018 - 08:48 AM
Programming is hard.
But PGI only has to incentivize the use of certain faction specific mechs.
A modest 5% cbill boost would be a start.
Without upsetting the balance Overlords.
But PGI only has to incentivize the use of certain faction specific mechs.
A modest 5% cbill boost would be a start.
Without upsetting the balance Overlords.
#12
Posted 12 August 2018 - 01:25 PM
If those faction specific mechs weren't lame I would be on board with that.
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