Vassago Rain, on 26 March 2013 - 11:30 AM, said:
Cost as a balancing factor is terrible, and you all got to see just how terrible it is live until they removed RnR. It doesn't work.
Cheap stuff is strictly n00b hurdles. I have zero problems with this, but wish more guns and items were useful, period. Based on the source material, I have very little hope for this, however. People will learn not to take old ACs when we get UACs and more LBX.
There's...nothing wrong with this. Straight upgrades do what they're supposed to. Devs try to hide a straight upgrade as a sidegrade, in this case, dubs? Uhmmm, I don't think that's how it works.
It works great if you have the possibility of losing the assets you purchased. It is only terrible when you use a WoW/EverQuest-style economy where the only things that get taken out of economic circulation are consumables and materials, but never the permanent items that players obtain. EVE used the destructible-items model and it worked fantastically. People chose not to bring the good stuff into combat knowing there was a possibility they would lose it. Others (who were usually rich) chose to risk the good stuff to increase their chances of winning.
This model fits almost perfectly into the BattleTech universe because it was exceedingly common in 3050 for battles to be fought with pieced-together 'mechs that didn't have all the flashy stuff that we see in a common MWO match. In high-Elo games it's common to have 100% of 'mechs running with DHS. Gameplay should always come before lore but in this case the concept of losing gear fulfills both.
The problem with having noob-hurdles in a game is that they don't take any less development time on average, but the crappy stuff just doesn't get used in game. PGI can't afford to be inefficient with their development time, so noob-hurdles to test valuation skills are a bad path to go down. If PGI spent 100 development hours on the machine guns, then the machine guns should be viable. If they can't be viable because of their stats, they should be viable because of their price. There should be an economical metagame going on so that even if you lose a match, you might still come out on top in c-bills because you managed to destroy 50-million c-bills worth of assets even though you lost your whole team, but your whole team was only worth 10-million c-bills worth of 'mech, equipment, and weaponry.
In the current system, single heatsinks are just a stepping stone to double heat sinks. With the attrition/destructible assets system the single heatsinks have intrinsic value because of the risk vs. reward of taking them into battle.
The pricing in the game would need to be totally revamped in order for an EVE-style system to work though. And players would probably need to be defaulted a stock Flea or a Spider that they could never lose.