ArmandTulsen, on 01 December 2012 - 09:41 PM, said:
Let me be as clear as possible: Designing any thing so that an upgrade to the item makes the previous version of said item just as effective and efficient as the upgraded version is bad design. Take any thing designed in existence. It follows this basic, logical principle of improvement within the design.
That's the whole freaking point of an upgrade, and the reason why we're not still using floppy disks and coal powered engines.
Forget viability, promote sensibility.
Reality as an argument for game design is silly. I mean, this is a game about military combat and yet PGI is tying itself in knots trying to build a better "fair fight." In actual combat, a fair fight means somebody screwed up, but nobody is going to argue that the game should support one-sided battles just because a real military commander is doing everything possible to ensure the deck is stacked in his favor as much as possible.
Effective game design is about meaningful choices. There is 0 sense in having an item that exists purely to serve as a "trap" to see if players know how to optimize and to punish them if they don't. If an item is never a viable choice then it is a waste of space and time. The ideal state is where there is no such thing as an "upgrade," just a choice w/benefits and penalties to consider and match against your playstyle and the situation.
The only exception to this is games where there is a linear progression mechanic like level-based RPGs. Characters/gear further along the progression chain can be strictly better than their previous incarnations. The caveat to that is it doesn't work unless opposition is appropriately scaled as well (tougher enemies in the later stages of an SP game, or the way MMO PvP is segmented into level brackets).
Tabletop BT handled strict upgrades via the BattleValue mechanic to keep fights roughly fair, even w/gear that was just outright better than other gear. If you used weaker gear, you were allowed a lot more of it than an opponent who relied heavily on the best toys. MWO has nothing like that in place and really nothing planned for it either (the ELO system they're building for Phase 3 is focused on players and not the gear they're bringing). A linear progression system for gear would be disastrous w/o appropriately segmenting the competition and balancing the scales in a fight (no matter how "sensible" it might seem).
Edited by SteelPaladin, 01 December 2012 - 10:06 PM.