Assymetrical Balance
Posted: 2008-10-10 03:54
Asymetrical balance has been a topic of a lot of discussion on the forums, and overwhelmingly the forum base seems to feel that it is desirable, and there is not enough of it in the game. Recently in General Chat, someone posted most succinctly what I've felt for ages, but couldn't quite put into words, and inspired me to make this thread. This is what Mat552 wrote.
Obviously the three levels have a significant degree of interaction, and any attempt to change an aspect of gameplay will probably need to include suggestions at at least two of the three levels.
The starting point for this is to assume that all kits have roughly the same equipment loadouts at every level, with fairly minor differences in equivalent classes of equipment. All equivalents recieve the same special equipment, handle similarly and follow similar rules. With this in mind, comparisons between what you are suggesting changes within a faction, and how this will make them behave differently to their competing factions is desirable.
The information I think suggestions need to include is:
What Faction is being changed?
Level of Change:
What kits/vehicles the change is applied to:
What is the change?
How the change would effect tactics/strategies for the side the change is made to:
How the change would effect tactics/strategies used against the side:
How is the change realistic?
The format is unecessary.
This thread is intended to be a suggestion dump for all the possible ways of adding assymetrical balance to PR at every level of play. This means that anything that we have at the moment should not be taken for granted when thinking up suggestions for this thread. The levels of gameplay that need to be changed are (examples in brackets like so): Operations level (different pieces of equipment on kits, sprint times, vehicle handling and weapons), Tactical level (ammo availability, specialist kit availability/respawn times, deviation policies, suppression policies), Strategic level (respawning rules, respawning assets, availability and type of commander assets, permission systems for deploying fire assets, vehicle and kit capabilities).It feels too much like I'm playing one army with different skins. As much as balance is a good thing, its not realism. The planes, apcs, tanks, and even a few of the jeeps all feel the same.
The mod is great, it really is (as much as I like to knock it for a "lack" of airpower, I will have to live with the fact that the US are somehow NOT going to deploy airpower in every theater in the PR universe, thats fine). The Armies are all very different in real life (assuming there would actually be a MEC formed in the event of a world war) and I don't think they would equip the vehicles exactly alike, and they DEFIANTLY would not all handle exactly the same.
Imagine getting a bunch of pizzas (for free none the less). When you open them, the boxes all say different things. But they smell a little alike, look alike, and when you taste them, they all seem to have the same toppings. Aside from the Insurgent pizza, they all act the same after you get past how the packaging looks. (The insurgency pizza seems to have an inferiority complex after its buddies and is trying to be like them)
PR isn't dead, but it is losing its momentum in much the same way as a suddenly pilot-less aircraft.
Obviously the three levels have a significant degree of interaction, and any attempt to change an aspect of gameplay will probably need to include suggestions at at least two of the three levels.
The starting point for this is to assume that all kits have roughly the same equipment loadouts at every level, with fairly minor differences in equivalent classes of equipment. All equivalents recieve the same special equipment, handle similarly and follow similar rules. With this in mind, comparisons between what you are suggesting changes within a faction, and how this will make them behave differently to their competing factions is desirable.
The information I think suggestions need to include is:
What Faction is being changed?
Level of Change:
What kits/vehicles the change is applied to:
What is the change?
How the change would effect tactics/strategies for the side the change is made to:
How the change would effect tactics/strategies used against the side:
How is the change realistic?
The format is unecessary.