Having the pips/evasion tied to speed rather than 'light' or 'medium' is also way better for another reason - Take Cicada vs Panther. Cicada is medium, but moves fast. Panther is light, but moves slow. Panther should be much easier to hit. If evasion gets tied to speed, then that works out.. but if you tie it all to just 'light' or 'medium' then it doesn't really work out...
Same case for Banshee vs Orion - Banshee should always be harder to hit than Orion because it's a lot faster. It gives up most of its weapons for that, so it should get the evasion rewards.
Yes - exactly.
A Panther does get a bonus over the cicada (+1 extra penalty) even in the stock game... however the cicada can generate more chevrons.
I'm hoping that making the top 3 pips more effective will also help the faster mechs more.
The stock game does penalties of:
2,4,6,8,10,12 for each pip
I'm experimenting with 2,4,6,9,12,15 right now along with pip movement breakpoints of:
20,70,100,130,160,190 (so you get each additional pip at those movement levels). Note that any movement at all gives 1 pip.
Using this specific example a Panther which has a max walk of 120 (same as Orion, centurion, etc) can generate 3 pips from walking. A Cicada 3C has 190 movement, and a Cicada 2A has 210 movement. Both of them can get SIX pips of evasion (although the 3C only gets 6 in cases where it can move the max distance... so the 2A will get 6 more often).
I think buffing 4,5,6 is a good break point because the "slower" mechs all move 120 or less... while the "faster" mechs all move 140 or more. This actually might make the Dragon and Quickdraw useful (they move 140 and thus can get 4 pips).
The 120 assaults are the only "odd men out"... but if you use a pilot who has the evasive movement ability they can get 4 pips and get into "bonus territory".. and they can still get one more pip than the other assaults from basic movement