Regulus1990, on 27 December 2012 - 01:58 PM, said:
I would also like to see what the Dev's opinion on the clan invasion is. Right now we don't have any sort of faction control system, and a mech every two weeks. I have no problem with one mech every two weeks, but still just a bit curious on how PG, and IGP plan on handling this. The forums would probably explode with rage if people don't get their precious MadCat. On a much brighter note, I just want to say that you guys have done great job so far, and I have a feeling this will be a very successful resurrection of the mechwarrior universe.
While I am a fan of the Clans, they've been covered / been in the game since Mechwarrior 2. After reading many of the pre-clan novels, I find that I've just as much become a fan of the succession wars as the clan wars, perhaps even moreso. With the Clans, it's basically one big thrust, then a bunch of infighting and little wars. Before the clans you had big power plays, invasions, counterstrikes, and a great balancing game. The Clans come in, throw everything out of whack, and then the borders stabilize again, but you basically have no more succession wars.
Yeah, Clan tech is nice, but it's not necessary to make a great game. Once clan tech comes along, there are those who have and have not, and eventually, it's all balanced out again and it doesn't matter.
With the clans, to balance out the drops, either they have to have different objectives and, probably more importantly, drop weight distinctions. So, maybe have 800 tons facing every 500 tons of clan mechs. I'm just throwing the numbers out there, but if clanners really are that fantastic (and we are), we should be able to accomplish the same objectives with less weight than our inner sphere opponents. This is all an argument for another time, though, as I would like to argue for at least a year of fully functioning community warfare WITHOUT the clans as playable factions. Let's mess with the borders of the inner sphere a little bit first, and at least see who the top dogs are before the clans show up and upset everything. By going with a 1:1 day to day ratio, the Devs are setting themselves up for what are undoubtedly much-too-strict timelines. With or without the clans, they have to figure out how the inner sphere economy works. Yeah, one house can invade another, but can it keep up its supply lines to keep the push going? Can they still defend their other borders while they try to expand in any particular direction? Planetary invasion doesn't take one 15 minute match. It should take days to conquer a PLANET. We are talking PLANETS here, not tiny patches of land no bigger than a couple football fields (which is how big our current maps seem to be).
PGI needs to hire a team to basically create a working model, with planetary economies/weather/supply/loyalty factors already built in. They need to figure out how long it takes for dropships and jumpships to move from one planet/system to the next, and how long it takes to rearm/refit/order/manufacture battlemechs. This is if they really want to do it right and not just abstract it all with a bunch of stupid stories on why we're playing deathmatches over and over. The programs/matrix for all of the above already exists, but PGI won't =REDACTED=, so it will be interesting to see how long it takes them to gather the right people to put together something, and they have a steep hill to climb if they're going to get it done before the Battle of Tukayyid. It took =REDACTED= a lot of time and effort to create a great model for interplanetary combat - detailing 3000 planets. I don't see how they could do it any faster.
Anyway, I guess the point of all this is to advocate for a good amount of succession war style fighting before we even worry about the clans.
'nuff said, me thinks.