[quote name='"PC Gamer"]Ekman also promises that while players will be able to buy items with real money' date=' nobody can buy anything that will confer a tactical advantage. “Anything that would affect or give you a tactical advantage, you can’t purchase with real cash. You have to earn that by playing the game,” he says.[/quote']
Starting with assumptions. I fear the game will turn into a repetitive grind through a tree of mech unlocks where one mech is better than others. I assume that players don't want their favorite mech to be one of the weak ones, and it's a very real fear if the developers went that way.
Also, because the term "item" isn't defined it begs the question, what incentive do these items give? Are they merely convenience items to get rid of the unnecessarily long waitplay that's designed into the game. If so that could be a turn-off to some players.
Okay onto the alternative and what I think is a better rounded solution toward gameplay instead of the current instanced combat approach. That is keep a full currency system and split the game into three factions a la Planetside design. Allow each faction to use all the mechs in the game so there is no favorite side and completely redesign the game so that it's an MMO with one or a few large maps with territory control.
Then allow players to join lances or squadrons. Focus the weaponry on not only solo-play but teamplay. For instance, countermeasures as choice instead of rockets.
Players would fight and kill enemy mechs and capture factories (spawn points) and other objectives on huge open maps with regenerating trees and buildings. Players would then be rewarded cash directly for kills and for kills made in their lance/squadron along with objective rewards.
Now when a player died they'd keep whatever money they have in the bank,up to a fixed amount. (This amount could be raised for instance to support the F2P system), but they'd need to build their mech from scratch. Now the difference that makes this idea much more appealing is that mechs would cost different amounts along with different costs for weapons and gear loudouts. Players would end up having hundreds of choices and the terrain and environment, along with weight, heat, armor etc would dictate which mech would be more suited for an area.
Players in this sense could go back to a factory and deconstruct to pull a favorite configured loadout for specific areas if they had the correct cash in reserve.
The reason a persistent world is required is mostly because players might not feel the same way if they were losing their stuff in small instanced skirmishes just to be gimped the next round or be forced to fight against an uber mech just because someone saved up after so many matches. When you have a group in a persistent world there's no sense of disadvantage. The battle continues without you if you decide you need to fall back and repair. (Could have repair mech arms for assist kills after healing a friendly. Has mechwarrior ever had healing? I digress).
On the F2P side there would still be cosmetics and players could buy say cash multipliers for a duration of time or increase their cash cap permanently. However, what these wouldn't allow is really a huge unfair advantage depending on how one defines selling power. Another idea would be permanent discounts on mech prices. Sounds unfair but it's not that bad really. Just allows one person to have more concentrated fun with slightly less grind.
For the reward of playing for months or years players could rank up on mechs and get discounts through the game for playing a mech for a long period of time and also unlock specials items. Vanity skins would be reserved for the F2P real-cash shop.
That concludes the basic outline. Am I the only one that thought of something like this when they heard about the "new online only PC gaming Mechwarrior". Kind of a pipe-dream. I'll say that before someone else does I guess. However, it's something I've always imagined as being a real online Mechwarrior game with larger wars and diverse environments.
[size=5]TL;DR[/size]
- MMO Persistent Large Maps
- 3 Equal Factions Same Mechs (huge upgrade choices)
- Earn cash to buy mechs and parts (no mech inherently better than others for the most part)
- Weight limit, hundreds of choices with rock paper scissor advantages
- Focus on teamwork roles in lances and squadrons (countermeasures for instance)
- Thoughts? Anyone else expect this when they heard "online only"?