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Clan Vs. IS balancing, an Idea...


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#21 gilliam

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Posted 05 August 2012 - 01:12 PM

View Postverybad, on 05 August 2012 - 11:26 AM, said:

Limit Clan mechs to 10 per team vrs 12 per team in IS.

Give Clan pilots an XP penalty if they engage in non-honorable fightstyles (ie more than one mech attacking an opponent)

Make Clan LRMs incapable of indirect fire, and or don't give clan scouts XP for providing indirect fire solutions. Or don't give clan pilots XP for using indirect fire (with half tonnage, non mimimum range LRMs they need serious balancing)

Allow clan pilots to challange for a duel. Both pilots in a duel get XP bonuses win or lose (yes even if they're IS pilots) Anoyone that breaks into a duel gets an XP penalty (clan) or no XP (IS)

I would rather the clans FEEL different, rather than just being a shiny new toy factory.

The problem is that this being a game limits things. More stuff happens in a fight than can be statistically recorded.
Also, while Zelbringin is important to individual mechwarriors, individual honor isn't worth much if you lose. Obviously certain things would be a huge violation of honor and would 'taint' the victory, but accidentally shooting someone in the back or slashing lasers over a secondary target aren't so huge. A computer can't say when an action is honorable and when it isn't, only people can do that, so trying to enforce honor through gameplay mechanics isn't likely to work very well.

Some way of balancing needs to be in effect.
here's an idea: if they balance all matches according to tonnage, or something, have clan gear increase your apparent tonnage. They could also go the BV route, though they would have to make something up. the BV values used for TT won't accurately reflect the nuances of real time, first person combat.

#22 Revenant10

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Posted 05 August 2012 - 05:53 PM

View PostJusticier, on 04 August 2012 - 01:05 AM, said:

This brings me to my suggestion. Why not limit dropship contents by "Battle Value"? Obviously it wouldn't be exactly the same amount of points as TableTop, but I think only slight modifications would need to be made to make it work. To add perspective, take two sides, 1 and 3/4ths Steiner scout lance (7 Atlases... hehe), the other a Clan Wolf star (5 mechs) of 4 Timber Wolf mechs and 1 Mad Dog. The Clan Wolf's total BV for the star is 13299, the Atlases total BV is 13279. Close match... with the odds still slightly in the Clanner's favor despite being at a 7 to 5 disadvantage. Add the 20-ton Flea to the second IS lance and the odds swing back to the IS's favor.



The above is a perfect example of why Battle Value does not work and shouldn't be considered. If you are playing the TT game with anyone who has played for a while and using more than one mapsheet, the 7 Atlases will get crushed by the Clanners. The Atlas only has one long range weapon with 12 shots and is much to slow to close with the Clan mechs. The Mad Cat can choose the range it wants to engage the Atlas and has the armor to take some hits. Depending on the Mad Cat (Prime or A) you have 2 energy weapons that outrange the LRM and 4-6 weapons with better ranges than the short range weapons.

I am not sure I want a focus on fairness to limit the type of game that can be played or mechs that can be chosen. Part of the Clans being the Clans is them having better weapons and equipment than the IS. I have always played IS and am fine with this. Because of the nature of this game the best way to acheive a "fair" game is give the IS side more numbers. This is the kind of game where ganging up on the enemy can greatly change the battle in your favor. Of course this assumes the quality of the players on both sides is similar.

#23 Artaoc

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Posted 05 August 2012 - 06:17 PM

Honestly, i think you have good points and suggestions. Maybe they'll use one, maybe they'll do something completly different. Either way, ill bet they will balence it one way or another ;)

#24 Revenant10

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Posted 05 August 2012 - 07:12 PM

As mentioned BV in TT might not reflect well in this type of game. Honestly, I think as long as the IS has a numbers advantage players will find the right mix of mechs to give the Clans a game. Maybe it will be easier to close in this game and we can take 2 Atlas lances and zombie attack a star of Clanners and make them wish they had stayed on their homeworlds

#25 CocoaJin

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Posted 05 August 2012 - 07:33 PM

Make Clans monster play. No customizing, just pre-defined set-ups. In order to play Clan mechs, you have to earn points in your IS mech that allow access to Clan mechs. Basically, you have to buy into a Clan mech and have no means to gain playing points while actually in a Clan mech. Clan mech "license" expires after a short period of time or after you die in it certain number of times.

Clan mechs would operate independent from IS faction fights...not usebale in territory fights between Factions or for faction interests.

#26 PLOG

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Posted 05 August 2012 - 07:38 PM

I think the DEVs should run the clans.

Randomly load into a match against a mere 6 oponents, then get ROFLstomped by them:P

mattPLOG

#27 EDMW CSN

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Posted 05 August 2012 - 08:23 PM

I for one do not mind if Clans are just PvE only content for a while before making them player controllable. But those missions have to be tough.

#28 RhymenoserousRex

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Posted 05 August 2012 - 08:59 PM

I have a great idea. Lets pretend the clans never existed because all they did was crap up the fiction.

#29 TheMysteriousGX

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Posted 05 August 2012 - 09:25 PM

I see it the same way as my old TT group. Basically, the small IS Battlemech formation is the Lance, 4 mech's. The small Clan formation is the Omni, 1 mech. So, set up battles using the next highest battle formations, aka: The Company, 12 IS mechs vs the Star(?), 5 Clan Mechs.

Then the tech advantage levels out a bit.





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