- Like in MW5, allow the ability to mix both single and double heatsinks. Just take away the 1.5million c-bill upgrade fee and let us put whatever heatsinks we want on the mech. Secondary benefits I can see with this are that the new player experience is better since they have less to learn, and for all players they don't have to spend as much time in the mechlab or worrying whether it's worth the 1.5million c-bill fee just to find out that they want to switch back to single heatsinks a few games later.
- If you consider adding new mechs, you could consider IS omnis. Urbie IIC might be a profitable mech-pack if you had to be very selective about it.
Mixing IS and Clan tech.
- Coupled with a balance pass, this change has huge potential for MWO.
- It fits the timeline for loreheads since MWO is far enough passed the Clan invasion.
- Quickplay and Faction Play would be much more balanced, significantly reducing the amount of balancing that needs to be done for the game as a whole.
- Faction Play would seem much more fair and worthwhile to play for everyone since it's not a boring stomp for the Clans and the IS knows they won't necessarily be crushed simply for playing IS.
- The matchmaking system/algorithm itself would be much easier to balance and games would inherently be more fair. For example, 4-man groups of Clan mechs would not be as much of an advantage for the side that they're put on in quickplay.
- Another benefit to this is that adding new weapons would be much easier as a development choice. Without being able to mix IS and Clan weapons, x-pulse lasers or any weapon developed on one side according to lore would be difficult to add. By mixing weapons you no longer need to consider this and you can just add whatever weapons you want, focusing only on balancing heat, damage, etc. and not on whether one side (Clan or IS) is gaining an advantage with this new weapon set.
- Choosing which mechs to add to the game would also be easier since you would no longer be truly choosing whether to add a Clan or IS mech. Any mech added to the game would be freely available to use any tech.
- With regards to revenue generation, this change may induce existing players to buy old mechs and mech-packs that they previously may not have if they were being loyal to the Clans or IS.
- Again regarding revenue, new mech-packs would be more profitable since consumers would be less likely to avoid a pack due to a mech being restricted to Clan or IS tech.
- Another useful point is that this change would also make it easier to gain new players since there would be less for them to fret over. They would not be as stressed out about which mechs to buy first, whether one side is better than the other, or what weapons are restricted to a certain side.
- One last benefit is that, compared to developing new modes, maps, or mechs, this change seems like it would be one of the easier ones to accomplish with much less development. You can test it in multiple Public Tests to see if IS vs Clan becomes much more fair and see how positive the reaction is once people play.
I think it's one of the few ideas that can actually induce the type of change that Russ and his team mentioned in the podcast, which can bring back a significant number of players, and opens up old and potentially new revenue generation methods.
Edit: Formatting.
Edit 2: One last point I thought of is that, if you allow mixing tech, then it would be up to PGI whether to keep Faction Play restricted so that you have to use only Clan or IS mechs, but if you want to make balancing super easy and streamline the mode simply so that it's more fun to play, then you could allow both sides to use both Clan and IS mechs. Faction play would be more accessible, easier to balance, and the population would likely increase due to those factors.
Edited by Raining Fire, 06 October 2020 - 09:39 PM.