Fishw0rk wrote:Lots of mods past & present have managed to achieve asymmetrical balance. Typically the army with "better" equipment has limitations place on them by the mapper. I.e. In the Desert Combat Realism mod (BF1942) the M1A1 tank obliterated the T72 in a head-on 1v1 match-up. To balance this, many of the maps had either more T72s (3 T72s vs 2 M1A1s), or the T72s were placed on a faster respawn.
That's the weakest form of assymetry there is, giving one side a weaker version of the same thing, but more of it. I really hope PR doesn't take this path any further. There are so many other ways to achieve assymetrical balance within this engine, that I think that would just be a cop out.
Fishw0rk wrote:This also applies to infantry as well. I enjoyed the old insurgency game play because of the multiple spawns for insurgents and the feeling that they could appear from anywhere on the map. They had crappy guns, but their sheer numbers kept the game play fun and prevented them from getting steamrolled by a modern army with awesome equipment.
This is a little different to the above. The spawns didn't just mean more people, they meant, as you said, that Insurgents were everywhere. It was really tangibly different. :'( I miss it.
[R-DEV]Jaymz wrote:When things are made asymmetrical, it's very tricky to do it in a way that doesn't allow exploitation.
I thought the entire point of assymetrical warfare was that both sides had to exploit their advantages, and the side that better exploited them should win. Why should we avoid these exploits - just balance them by improving the other side's trump card/s...
I think I'm picking at nits. It's great to hear that the devs are very much in agreement with the community on this issue.
There are some ideas in
this thread that I thought were a pretty good place to start looking at US-MEC balance.
Edit: Added shameless self promotion.