Weight Based Drops
#21
Posted 10 February 2013 - 06:30 AM
#22
Posted 10 February 2013 - 06:43 AM
#23
Posted 10 February 2013 - 06:44 AM
#24
Posted 10 February 2013 - 06:46 AM
The goal would be to, hopefully, start matching up on ballance. Med/Heavy are the bulk of a force, with recon lights and firesupport assaults making the remaining speartips. Right now, there is no cohesion in makeup. I can't blame a pure random drop person for this, but I can say any group knows their makeup beforehand and would thus accept a penalty on drop.
I just want the game to be fun. Fun for me is having a good fight - win or lose - not a game of "lets see who brought the most cheese boats".
#25
Posted 10 February 2013 - 06:58 AM
Any K/D ratio that includes running a Raven-3L after how long the lag sheild was up and running is suspect at best.
#26
Posted 10 February 2013 - 08:09 AM
im all for weight drop because its simple and fast.
#27
Posted 10 February 2013 - 09:07 AM
for example a pimped up Jenner will be more effective than a stock Atlas
Maybe balance by C-Bill cost would work better
Mech cost in CB
+ extra charge for improvements ( Tag, BAP, ECM, Command Console )
I would suggest something like
+ 6 millions For ECM
+1 million for TAG
+ 0.5 million for BAP ...... just as an example for the numbers
multiplied by a "mech-chassis handicap"
something like
x 0.7 for an Awesome ( just because it does not perfom very well.. or i am jusz bad at it
or x 1.3 for a jenner ( because i think it performs better than other mechs of the same weightclass)
or basicly x 0.5 for a Stock Mech ( hail for the trial mechs !! )
and the result would be the mech worth
additionally the ELO could be included
either as + a value in CB ( so every ELO value would have a CB worth for it )
or as a multiplicator basic "starting" ELO" = x 1 and higher ELO x 1.x -> lower ELO x 0.x ( because a good pilot perfroms better in any mech / a bad pilot performs worse in a any mech )
at the start of a round a max CB value for each team --> start + have fun
#28
Posted 10 February 2013 - 10:38 AM
#29
Posted 10 February 2013 - 04:59 PM
#30
Posted 10 February 2013 - 05:37 PM
#31
Posted 10 February 2013 - 05:47 PM
#32
Posted 10 February 2013 - 05:52 PM
Splitpin, on 10 February 2013 - 05:47 PM, said:
The big issue with class balancing is that it assumes all mechs of one class are equal to each other. For instance, it counts a Flea as the equivalent of a Raven 3L. Generally speaking, the mechs on the low-end of their class's weight (i.e. a 40-ton medium, 80-ton assault, 20-ton light, etc.) tend to get shafted by class-balancing.
Edited by FupDup, 10 February 2013 - 05:53 PM.
#33
Posted 10 February 2013 - 08:54 PM
This being said if you have any ideas other then weight (OP idea) put them down if its a good idea I will try to get it attention, BV or battlevalue is a much better alternative however its also a much longer time to implement since its a pervalue per mech but overall is a better alternative.
#34
Posted 10 February 2013 - 11:08 PM
#35
Posted 10 February 2013 - 11:14 PM
#36
Posted 10 February 2013 - 11:41 PM
Quote
Agreed. And everyone knows that. But we also know a BV system will never be implemented.
I dont know why a rudimentary BV system wouldnt work though... something like:
(weapon bv + equipment bv) * pilot skill modifier
PGI probably figures its more trouble that its worth... even though its the only real way to balance all the different combinations.
Edited by Khobai, 11 February 2013 - 07:08 AM.
#37
Posted 10 February 2013 - 11:46 PM
Maybe have a couple of tiers when dropping? Give a high-WL drop option and a low WL drop option? Might cause wait time to be too long, but something would be nice so that there's a reason to take mechs at the lower end of a given weight class.
#38
Posted 10 February 2013 - 11:49 PM
pistolero, on 10 February 2013 - 09:07 AM, said:
for example a pimped up Jenner will be more effective than a stock Atlas
Maybe balance by C-Bill cost would work better
Mech cost in CB
+ extra charge for improvements ( Tag, BAP, ECM, Command Console )
I would suggest something like
+ 6 millions For ECM
+1 million for TAG
+ 0.5 million for BAP ...... just as an example for the numbers
multiplied by a "mech-chassis handicap"
something like
x 0.7 for an Awesome ( just because it does not perfom very well.. or i am jusz bad at it
or x 1.3 for a jenner ( because i think it performs better than other mechs of the same weightclass)
or basicly x 0.5 for a Stock Mech ( hail for the trial mechs !! )
and the result would be the mech worth
additionally the ELO could be included
either as + a value in CB ( so every ELO value would have a CB worth for it )
or as a multiplicator basic "starting" ELO" = x 1 and higher ELO x 1.x -> lower ELO x 0.x ( because a good pilot perfroms better in any mech / a bad pilot performs worse in a any mech )
at the start of a round a max CB value for each team --> start + have fun
Thats basically Battle Value you're describing, and as for Elo adjustments, it needn't be inclusive to BV but rather a BV modifier. Elo is comparative, so a 0.X multiplier would be applied to a high Elo player vs a low Elo player, alternatively a 1.X multiplier could be applied to a low Elo vs High Elo. Think of it as handicapping.
#39
Posted 10 February 2013 - 11:50 PM
But having said that my vote for wieghts per Lance are:
130 Light Lance
195 Medium Lance
235 Average Lance
275 Heavy Lance
340 Assault Lance
or 470 tons per 8 mechs
#40
Posted 11 February 2013 - 12:53 AM
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