Cole Allard, on 28 January 2013 - 06:34 AM, said:
If clans are introduced, who would still play on the Inner-Sphere side?
This is a valid question. Some old school BTer's I can see sticking with their chosen house, but the masses (Which IMO will inevitably be people new to the franchise, like me) will suddenly realize what clan tech is and foam at the mouth (Like me).
Things they could do:
1. Clan mechs MC only (P2W, I'd rather not see this)
2. Clans fight outnumbered (Still won't solve the problem that the Clans will technically outnumber everyone 100 to 1)
3. Rewards better for IS then Clan. Combine that with how expensive clan tech is and in theory a lot of people will choose IS because of how hard it would be to be clan from an economic standpoint. (Might still set up P2W. Buy Atlas K using MC. Sell. Repeat)
4. Allow players to be pirates and form Pirate Corps. (Then pirates might outnumber everyone)
5. Give clan mechs glaring weaknesses (Bigger 'nose' on Mad Dog. Clan XL's still explode after side torso destruction. Timberwold ears count as side torso's. If a clan gauss is destroyed the whole mech just pops...ok maybe not that one)
6. Give IS mechs melee, but non of the clans (This might actually help. If the average pupper had to choose between a Dire Wolf and a punching Atlas which would he go with?)
7. Allow IS to use clan tech right off the bat (Cannon breaking, but I say balance trumps lore, but I know several will disagree with me.)
8. Make the differerance between clan and IS tech completely cosmetic. (Oh the rage that would insue, and might not help all that much because IMO clan mechs look worlds better as a whole)
In short...I have no idea what would keep players from going clan. Being forced to restart entirely if you go clan might help, but then all new players would be like '...why the hell would I choose one of the houses when clans has better toys?'
Edited by bug3at3r, 28 January 2013 - 07:06 AM.