Not sure if this idea was already worked with..
But instead of reworking the points values to better reflect TMM, why not tweak the way TMM is applied?
For example, is it as big a deal when the TMM is based on the distance actually covered rather than the potential for distance covered? (Basically how it is in TW...)
Actually, yes, it has been worked with, and it really does overcomplicate the game. TW rules encourage the 'circle' tactic where fast units always move but generally do so in a circle so they get a max TMM; why not just cut out the middle step?
And this system is about more than the TMM. Thanks to losses and gains from the conversion process, some units which have the same stats have different BV2.0s, and some units that are clearly superior to others have similar point values.
For instance, the Thor. The Prime costs 23 points (according to BV) and stats out to 10"j S/M/L 4/4/4 A/S 6/4 and has FLK 1/1/1 and IF1. The D variant costs 26 and has S/M/L 5/4/3, trading FLK and IF for AMS - why does it costs 3 more points? The E-variant costs the same as the D, yet for losing the AMS it has S/M/L 6/5/3. The Thor-M costs 23 points, the same as the Prime, yet loses IF and a point of Long damage. The Thor-G costs 25 points, yet has the same damage stats as the D - and swaps AMS for SRM 2/2, which is a net benefit because of the importance of Infernos in slowing fast targets. The B costs a point less than the Prime, but swaps a point of Long damage and FLK for a whole host of special abilities.
In fact, compare the Thor-B and Thor-D. For one LESS point of Short damage it adds SNARC, LRM 2/2/2, IF2, SRM 1/1 to the Thor-D's stats...
and costs four points less. That's huge, especially if it comes to upgrading the pilot.
And that's just ONE Mech and its variants.The glaring, hideous inconsistency of using a points system which was horribly complicated and still sometimes imprecise in its own game to evaluate a unit IN A COMPLETELY DIFFERENT GAME is just not good game design. That dog won't hunt.
I mean, even if you took the TMM thing out of it, are 11 Savannah Masters going a fair match against a single Thor-Prime? If - IF - the Thor player wins initiative it'll kill one. But that's still 20 potential points of backstab damage aimed at the Thor from Short range, which going by the percentage of 2d6 is going to eat 12 of that damage.
BV is inadequate. A new system is necessitated, one that judges the Alpha Strike units on their stats.
The point of this thread, and playtesting the formula, is to find which stats are most important, which stats are least important, which special abilities shape the battlefield and which are incidental, and figure the proper formula to price units based on their capability.