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Clan Tech/mechs With No ''p2W Or Unbalancing Issues'' Ideas


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Poll: (read OP first, please) About Clan-related tech/mechs (8 member(s) have cast votes)

Are those ideas good enough?

  1. Yes (2 votes [25.00%])

    Percentage of vote: 25.00%

  2. No (6 votes [75.00%])

    Percentage of vote: 75.00%

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#1 So who took Pilot Name as a name

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Posted 24 December 2012 - 01:53 PM

1. COULD be priced around the same model as Hero IS mechs. (Hero Clans would be slightly more expensive but not disproportionally better, pretty much like how IS Heros are atm). This would contribute to minimize the effect of having only people who pay a lot to play Clan, and still be cheap for those who don't want to put a lot in this game while allowing income for the devs/publishers.*

*If you aren't happy because ''it's not a true free-to-play'', well, come on. Want them to pay for your ISP while you're at it? It's not like the current game is P2W, I stopped counting the amount of Flames/Fangs I've downed (or perhaps those were Trial dragons... couldn't tell with all the NV!) with my humble HBKs. Besides, before jumping the gun, read 2. and 3.


2. Picking a Clan mech would create different winning/losing conditions/CBill and EXP rewards. Playing a Clan would put the emphasis on playing AS a Clan: in other words, no assist bonus, less ''loss CBILL bonus (and/or 0 EXP for losses). Bonus EXP and or CBill for successful ''duals''. Bonus CBILL or EXP for capping. This would encourage players playing as Clans to not rush-n-attack à-la IS (read: current) game method. Sure they are still free to do it, but will be given little to no reward for it, even if they win a match in a few minutes.**

**Think about it, in the end, the IS-only team ending up losing to a bunch of dishonourable Clan players will have made more EXP and CBill than them anyway in a short amount of time.


3. Picking IS would, when fighting Clan mechs, give bonus EXP and/or CBill per kill, kill assist, component destruction in all game modes. This is one of the most important suggestion I find: it will allow for IS to NOT be obsolete/extinct in a sea of Clans.


4. Clan tech would be double the price as IS tech and available for IS players if you destroy said tech in a match against a Clan mech. sure you can outfit your IS mech with clan stuff, but it will cost you. Still, you can get it through CBill and it's got the nice ''fight for it'' feature of having to loot it off.


5. ... not being too picky on proper Lore at the early (perhaps still BETA) implimentation of Clan tech/mechs. this means don't freak out if they release Clan stuff and we're still having the same matchmaking process and fans going ''this is non-sense, why are Clan mechs even teaming up with IS mechs wtf is that non-sense''.


So! Devs, publishers, fans, TT fans... what do you think?

Edited by So who took Pilot Name as a name, 24 December 2012 - 03:10 PM.


#2 MagicHamsta

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Posted 24 December 2012 - 02:12 PM

View PostSo who took Pilot Name as a name, on 24 December 2012 - 01:53 PM, said:

So! Devs, publishers, fans, TT fans... what do you think?


Posted Image

Also dislike.
Game already be heading towards P2W as is with the Illya.

#3 So who took Pilot Name as a name

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Posted 24 December 2012 - 02:21 PM

I'd like to mention that I only liked your post because of that awesome spider.

For the rest of that post... why so pessemistic, bro? How is the Illya insta-win? Did you buy one and you keep winning? Then I guess YOU are insta-win, not the mech! Or that you also have Mastered that type and that helps, I dunno...

Edited by So who took Pilot Name as a name, 24 December 2012 - 02:24 PM.


#4 Deadoon

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Posted 24 December 2012 - 02:42 PM

You can't really have Hero clan mechs, unless it is clan battlemechs, due to lack of hard points on an omnimech.

Also, splitting a team up as far as victory conditions is bad game design in general, they should all be working towards the same set of goals, in their own ways.

Balance the tech itself with quirks, It can still be better overall but the quirks of design make it harder to use by comparison.

Allowing crosstech, would not be a bad idea, there are rules on it and it wouldn't be like you could make an atlas into an omnimech or use a clan endosteel chassis, those simply do not exist for you, clan double heatsinks are a maybe, but they need a downside, like make them corrosive and you have to pay 500-1000 cbills every match per CDHS you have, whether or not they were damaged. Thus draining a bit of your winnings, like my atlas would need to pay 7500-15000 per match if it were at those levels, while my k2/3(bouncing between them) would need to pay 10-20k.

And when clan come around, for pure balance issues and reasons, I'd suggest making ALL xl engines equivalent to clan XL and add in XXL engines for those which want to truly min-max.

Edited by Deadoon, 24 December 2012 - 02:44 PM.


#5 JTAlweezy

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Posted 24 December 2012 - 03:14 PM

lol nice name, and i agree this would be interesting. Guess well have to see what the clan system gives us when it comes out to see if something like this would be viable.

#6 Morthaliar

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Posted 24 December 2012 - 03:42 PM

Allrighty. I have but one idea for balancing everything:

A lot of people play with their friends, so I'd suggest to start with getting the people you want on your team. It might slow the game start a bit, but it will surely give a whole lot more freedmo to players, who will be able to do a whole lot mroe over skype or other voice communicators, thus making the game more ballanced.

#7 Stanger

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Posted 24 December 2012 - 03:43 PM

Clans V IS in PvP would throw off any balance in gameplay. Clan mechs typically have the firepower for IS mechs the next weight class up (e.x. the puma, 35ton, with its 2 clan erppcs and flamer, xl engine, Clan FF, Clan ES, Clan DHS-clan upgrades are better than IS counterparts, this is almost what a Cat K2 has). The Vulture and Madcat are so vastly superior to the Catapult that OP threads will never stop. Mechs are the sum of their parts, and if someone got a clan mech as salvage and had to slowly swap out IS stuff they could buy with clan salvage as they played then that would be more practical. In lore, it takes a while after the invasion before clan gear can be bought in the IS-everything available in the beginning was captured salvage. Value to the player should be in RARITY of clan stuff. It is better to give everyone a little taste of the good stuff rather than flood the game with it.

#8 Túatha Dé Danann

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Posted 24 December 2012 - 04:29 PM

Just give every Clan ton 2 points and every IS ton 1 point of drop value. If the sum is the same, the sides will face each other. Done.

#9 Stanger

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Posted 24 December 2012 - 04:40 PM

View PostShevchen, on 24 December 2012 - 04:29 PM, said:

Just give every Clan ton 2 points and every IS ton 1 point of drop value. If the sum is the same, the sides will face each other. Done.


Something more along the lines of an equation based on the firepower score and tons would be a better fit. Eventually people are going to have all clan gear on the atlas or stalker, and some of those might get up to that 175 firepower max (As seen currently in mechlab). Again, the mech origin not the biggest deal, it is the parts that go on it that make the difference.

#10 Túatha Dé Danann

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Posted 24 December 2012 - 07:23 PM

You could make it very complex, yes. You could introduce battlevalue, that is dynamicly calculated by chassis, loadout and got factors for firepower, armor, speed and equipment.

Then the Dev team will have to work half a year to get the numbers right and with every new introduction of a mech or a system, they have to re-evaluate. We need something, that is long-term stable and will not increase the workload if more systems are coming out to a non-linear rising thing.

#11 Aurien Titus

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Posted 24 December 2012 - 07:56 PM

View PostSo who took Pilot Name as a name, on 24 December 2012 - 01:53 PM, said:

1. COULD be priced around the same model as Hero IS mechs. (Hero Clans would be slightly more expensive but not disproportionally better, pretty much like how IS Heros are atm). This would contribute to minimize the effect of having only people who pay a lot to play Clan, and still be cheap for those who don't want to put a lot in this game while allowing income for the devs/publishers.*

*If you aren't happy because ''it's not a true free-to-play'', well, come on. Want them to pay for your ISP while you're at it? It's not like the current game is P2W, I stopped counting the amount of Flames/Fangs I've downed (or perhaps those were Trial dragons... couldn't tell with all the NV!) with my humble HBKs. Besides, before jumping the gun, read 2. and 3.


The current game isn't P2W, you can't pay to get a tactical advantage over other people, but you're suggesting PGI should do that to the game. Because Clan tech is vastly superior to IS tech, and you're saying make it only available to people who pay real money. So the top tier gear will only be accessible to people who pay real money. The pure definition of Pay to Win right there. If I converted my CPLT-C4 from IS to Clan tech, I could go from 2 LRM20's with ~1900 missiles to 4 LRM20's with ~1900 missiles with no change in my design. And you want the capability to be accessible to only people who pay real money? Sorry, think I'll pass.

#12 So who took Pilot Name as a name

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Posted 26 December 2012 - 04:25 PM

It wouldn't be Pay to Win; it would be ''pay to play some neat-but-not-instawin stuff''.

While you say the current game isn't P2W, I could argue with you that it is given how the Hero mechs work. You get better (though that could be argueable as well) versions of the chassis available and can only be bought using real money. Granted, Clan mechs are quite powerful compared to IS ones, but perhaps once you've destroyed the equivelent of a full Clan mech in compotents you would be unlocking the mech to acquire using CBill. Makes it a different kind of grind for whoever want to go battle with their IS mechs, and trains people at the same time while allowing the option to get a full Clan mech without buying it with real money.

Edited by So who took Pilot Name as a name, 26 December 2012 - 04:34 PM.


#13 Capt Cole 117

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Posted 26 December 2012 - 05:06 PM

Because MC can be converted to CB, theres no way to make clantech balanced by adjusting prices. Clan tech should only be available to clanners and people who earn it as salvage.

#14 Túatha Dé Danann

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Posted 26 December 2012 - 07:46 PM

So you just be Clanner and kick the hell out of the every other player who does'nt have it?
Again: We need a balancing factor of the mech, which will give it something like a value. The quick and dirty version is to flag a mech as Clan if it got only one item of clan tech in it and then go for a tonnage adjustment.

The second version is to give every equipment part a battle value and through a long equation, you will fight against other mechs of the same value. The problem on that method is, that you will never be able to really balance it out, because the values are fixed, but their usefullness will always depend on the situation.

Buying Clan tech for MCs is just the worst idea ever. Salvaging also, because very active players will salvage the hell out of the game while causal players will never have enough Clan tech to be competetive, which will lead to stop playing the game, because they are just front-fodder then.

Longer playing already got a benefit: XP and C-Bills.





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