OVERVIEWWith the streamlining of the rules into the new BattleTech manuals, I think it's time to re-visit the decision to increase Piloting skill charts in BV2. The Piloting increase value (+15% per level) is a massive jump from BV1 (+5%), and has seen the impact of encouraging players to either (a) not use leveled units or (b) only level their Gunnery when possible, unless the design is specifically intended for melee combat.
1. Pilot Skill BV chart should change to reflect a 1.10 modifier for Piloting increases, replacing the current increase of 1.15.
2. Piloting and Gunnery modifiers should be added together, replacing the current method requiring multiplication.
SUGGESTION 1After two+ years of having our pilot BV at +10% on a private campaign server (i.e.: around 2,500+ games player in this time), I've seen a noticeable increase in the VOLUNTARY addition of Piloting levels to high-BV units. Prior to this, there were two methods of leveling units prescribed: (1) Automatic leveling checks, performed whenever XP is gained and (2) player-controlled leveling.
During play with method (1), players would either not use or scrap their units which had a single Piloting level, unless the unit was specifically designed for melee combat (i.e.: Berzerker, Charger, No-Dachi, etc.). With method (2), players would only level their Gunnery when possible. This is because the BV increase was not seen as representing the true "value" of the unit on the field, resulting in opponents which outperformed them in firepower and armor. Piloting increases were not a bonus, but a detriment and created a significant challenge in exchange for minimal usefulness. Method (2) saw the same behavior. Given a 1,000 BV unit, the question is posed "do you want to increase 200 BV to deal more damage, or 150 BV to fall slightly less?" The obvious answer here is the 200 BV, as it leads to faster gameplay and the perception of a better overall unit.
It occurs to me that there is a threshold for diminishing returns for a single level of Piloting. Would you choose to use a leveled unit if it only cost +1%? Surely, you'd choose a 4/0 unit every time for a mere +5%. How about if a level cost 5%? Probably still within the range of seeing it as a "bargain." As we climb up the ladder, it requires more weighing of pros/cons, until you get to a certain point where the increase does not represent the advantages you gain. That level, at current, is +15%.
+ Play-testing over the years has shown Piloting to be over-valued for 'Mechs.
+ Tracked/wheeled vehicles, Battle Armor, and infantry platoons, seldom (or never) use their piloting/AntiMech values, and are clearly being over-charged. A tracked vee, for example, could get a 30% gain in BV by having a 4/3 pilot, yet never once make a piloting role, unless specifically fielded on pavement.
+ A move to +10% would see multiple benefits, including a better balance between veteran- and regular-skilled armies, including Clan-IS games.
+ Historical "legends" and "aces" do not currently make sense in-game or match their descriptions in the text. For example, a 1/2 Star League gunslinger would be beaten every time in a BV-balanced match against 4/5 pilots. This shouldn't be the case. A change in piloting would make elite pilots fit their literary descriptions.
SUGGESTION 2This one has always puzzled me, as there is no inherent benefit gained by Piloting/Gunnery from an opposite ability's level. A 3 Gunnery pilot only benefits from Piloting levels inasmuch as he's simply able to stand longer. But how is this true for a Tracked vehicle? A suit of BattleArmor? An Infantry platoon? The answer is "they don't" for other unit types and there is no reason to multiply the two abilities together, since there is only one chart for all unit types.
+ As the BT Manual's goal is simplification, this suggestion is self-explanatory: Addition is simpler than multiplication
+ It makes figuring your unit's final Piloting Skill multiplier easy to do, even without a calculator.
+ It further enhances the abilities of leveled pilots, versus hugging the 4/5 sweet spot and only leveling Piloting or Gunnery. A 2/5 (1.40) is worth much more than a 3/4 (1.38), in almost every respect (again, melee units are the exception).
+ Given the above pilot, and with both suggestions implemented, a 2/5 (1.40) would cost much more than a 3/4 (1.30), showing the disparity in value between Gunnery and Piloting levels.