Clay Endfield, on 23 September 2021 - 02:32 AM, said:
All of that sounds absolutely awful. Why do Clanners beg for even more broken equipment when their gear weighs less, consumes less slots, and doesn't turn their side torsos into suicide buttons?
Think about being a new player, making a casual selection for your first mech, and unknowingly penalizing yourself by depriving yourself of Targeting Data. Not a fun scenario.
How does raising the cost of ammo fix anything? We're running around in customized Cicadas that cost as much as a factory fresh Timberwolf; affordability has zero impact on balance. Hypothetically implementing your suggestion will just ensure that players never use standard ammo; they'll fork out however much they need to in order to optimize their mech. Besides which, NARC specific ammo is more of a nerf to NARC builds, who are already forfeiting a missile hardpoint for a support item.
This isn't Tabletop. Live action competitive FPS require a completely different set of criteria to properly function.
This then fits into my proposed rework of the trial 'mech and loyalty system:
A new player should pick a faction. Any faction. If they don't know anything about them, they can pick one at random. Once they've selected a faction, they have access to every stock 'mech that that faction operated (consider this "enlisting" and being assigned a 'mech from the quartermaster). You can change factions at will with no penalty, and be able to see what 'mechs are available to each faction. Some 'mechs would be universally available (AS7-D, AWS-8Q, STK-3F, MAD-3R, WHM-6R, etc). Some 'mechs would be faction specific (AS7-K, HTM, CHR-3K, DRG, PNT, JR7 would all be Kuritan, for example). You can then sample each and every 'mech in the game without spending anything on any one of them, and without being limited to whichever 'mechs are currently in the trial rotation.
This also puts some emphasis on the different factions, gives them some unique flavor to differentiate them from each other beyond simply Clan/IS, and gives new players unfamiliar with the universe some incentive to start delving into the lore that drives the universe and the game. This should also give new players some idea on WHY the Clans are OP, beyond "the game developers screwed up" (the only development screwup was trying to balance the two factions equipment against each other).
With this done, players can earn loyalty towards their chosen faction at a rate of 1/2 or 1/4 the rate earned in FP (leaving an incentive to play Faction, but giving some purpose to QP, and incorporating some of the story which is SEVERELY lacking in this game).
TT is a simulation. MWO is a simulation. They're simulating the same thing through different lenses. The key here is THEY'RE SIMULATING THE SAME THING. That cannot be forgotten or ignored, but needs to be fully embraced and built upon in order to keep this game from going completely off the rails and becoming unrecognizeable as being related to battletech.