StaIker, on 29 March 2012 - 02:58 PM, said:
My concern is that as the community matures and new tactics become more sophisticated, the flavor of the month will end up being subject to nerfing so we'll never get an opportunity to settle in with a fixed combat system and work on refining it. I might spend a few months creating drop packages and getting the tactics right and then because a certain element of it is being used more than the average, suddenly that element is too rare or expensive to be used effectively anymore.
To be comfortable with that I'd want to see a fair leeway given to "above average" use before anything is done about it and a reasonable amount of time to pass to let counter tactics evolve before the nerf hammer is brought down.
I agree. I'm sure you remember my many heated rants against reactionary balancing: the ML/SL nerfs because of MW3, the LXPL nerfs after BK (I freaking loved the BK LXPL), the massive ERLL nerf in Mercs (which was eventually fixed I think). All reactionary nerfs that either went too far or failed to see the real roots of the problem.
So, I think we agree that balancing can go to far and can be reactionary. I think we'd also agree that there can be legitimate situations when a weapon/mech/equipment really does need to be changed due to lack of counters/it being a win button. The only solution is a dev team that pays attention to the community (and by that I mean doesn't just bend in the direction of the wind but analyze the complaints) and/or plays the game to evaluate things themselves.
On the other hand, if you don't want to trust people to balance things, you could go with an automatic economic model:
1) Start by assigning supply values for every mech and weapon. Mech supply would be based on the cost of mechs (e.g. if an atlas is 10x as expensive as a commando, assume that the commando is 10x the supply of atlases), and weapon supply would be established by mech supply (sum for all mechs: supply value x number of weapons ... so given a supply of 1 for the atlas and 10 for the commando, the supply of MLs would be (1x4)+(10X1) = 14, and the supply of AC20s would be (1x1)+(0x10)=1).
2) Count the number of mechs, and number of weapons brought by people in all games played.
3) When mech or weapon usage deviates a significant amount (to be decided) from supply, adjust price accordingly (to be decided). E.g. in the COM/AS7 model, if the COM's relative supply dropped to .5 (assuming many more mechs than the AS7 and that the other mechs were close to normal) the COM's base price should get a discount.
The keys here would be frequency of price updates, amount of modulation of price, and acceptible deviation from baseline. My bias would be toward modulations that scaled with deviation with a minimum deviation of ~10% before any modulation, and modulations scheduled for once a month (or longer) to protect against wild fluctuations.
Also, since mech price (IMO) should be a function of equipment, base prices of mechs should necessarily have to change, just weapon prices. That said there may be some mechs (BNC-3E as opposed to the 3S) which just suck and need to be discounted.