I remember when R&R was used to ensure that no one would take Ferro Fibrious, because it wasn't just the weakest possible of the upgrades, it also incurred the highest cost due to the armour repairs.
I remember that it made defensive torso-twisting suboptimal, since you would take more damage and pay more after the match.
I remember that people were AFK farming to avoid R&R cost, or suiciding in trial mechs to avoid R&R cost but gain C-Bills.
I remember people retreating in corners to avoid having to pay R&R cost. Of course, you didn't need to worry about stomps then, if your team lost 2 mechs, the best bet was to move into corners, shut down, and let the enemy cap in peace, so that everyone could keep the repair bill down.
I remember it as a pretty big failure, because it penalized what is fun - stompy robots shooting each other - and rewarded the boring parts -standing in red rectangles.
I am sure a clever game designer could devise a Repair & Rearm system and a reward system for a Mechwarrior game that would encourage good play and still give a nod to immersion.
I am deliberately saying "nod" to immersion.
Realistically - if I was a merc that gets paid for defending some red square and conquering another red square, I am not fighting an equally strong enemy to the destruction of my million C-Bill worthy mech if the bill isn't covered by the contract-giver. I might take on a milk run without repairs covered, say, the enemy has one Jenner definding that red square and I've got 2 mediums on my side.
And if I am not a merc but a military commander in a military unit, I'd try to avoid fights with equally strong enemy groups and focus attacking on vulnerable spots, like a red square protected by a Jenner when I got 2 mediums.
Edited by MustrumRidcully, 02 February 2014 - 03:08 AM.