Sybreed, on 06 April 2013 - 01:54 PM, said:
funny how people are having a hard time understanding this?
No... The problem is that it's trivially easy to sit here and say that, but introducing a GOOD system is not a trivial undertaking.
This would be eating designer and programmer time, that would otherwise be allocated to Community Warfare.
Then, after implementation, there would be all sorts of problems resulting in a totally ***ked up meta (yeah, there are issues now, but this would make it WORSE). If there was a way to introduce a system that isn't fundamentally flawed.
You see, the system would need to be designed
first with an eye to how it can be abused. Because if I elect to not repair my mech, I screw my teammates. I save money in repairs, my teammates suffer because I've just reduced the combat effectiveness of my team.
I get wanting it. I do. I love it conceptually as well.
But the hard truth of the matter is that there's really just not a good way to implement it off hand, and there's no free development time to add something that will most likely only add a smidge of immersion but at the cost of almost certainly punishing new players more than old players and creating tons of quasi-exploits.
As a development studio, PGI/IGP have to consider the cost-benefit analysis of every new feature added. What does R&R bring, and what does it cost? It has a whole lot of fixed(original design, development, testing) and ongoing(balancing, increased balancing costs whenever other interrelated things in the game change) costs. Benefit? Just a bit of immersion. You can't use it to balance things, because then you lead to a "The Rich Get Richer, the Poor Get Poorer" system.
This is not a hard choice.