Jump to content

An Alternative Way To Earn C-Bills


26 replies to this topic

#21 tyrone dunkirk

    Member

  • PipPipPipPipPipPipPip
  • 672 posts
  • LocationOutreach

Posted 09 April 2013 - 11:59 AM

It's not like this proposed system would hamper the ability to play MW as we are now, it's just a neat way to supplement income, and add another layer to the Mechlab as it is. A pretty simple system if you think about it instead of glossing over it, just a few clicks and you have a way to interact within the MW/BT universe as a MechWarrior or stable owner.

#22 Neolisk

    Member

  • PipPipPipPipPipPipPip
  • 547 posts
  • LocationMississauga, ON

Posted 09 April 2013 - 12:37 PM

I support the idea with a mech crew. To go further, you could hire your own crew and train them by doing repairs to your own mechs. To support "dealership repairs", depending on how complex the repair is, you may break some parts and render them irreparable, so need to buy a new mech or weapons. Little chance, but possible.

If you repair it successfully, you gain repair skill points both for the current variant, chassis, class and general repair points, from most to least. After certain number of points, you could have those fresh repair bonuses (active for the first fight after that). This is how you can build up specialization, so other players will help you repair your hunchback for cheaper, and make it slightly better.

#23 Denolven

    Member

  • PipPipPipPipPipPipPip
  • 511 posts

Posted 11 April 2013 - 03:51 AM

View Posttyrone dunkirk, on 09 April 2013 - 11:59 AM, said:

A pretty simple system

It needs a significant amount of software development resources to add this to the game. That's why I asked what the system adds to the gameplay experience. So far I only see "increased C-Bill + fluff", which is probably not worth all the trouble.
At least not anytime soon, considering the state of the game.

#24 LackofCertainty

    Member

  • PipPipPipPipPipPip
  • 445 posts

Posted 11 April 2013 - 04:39 AM

View PostDenolven, on 11 April 2013 - 03:51 AM, said:

It needs a significant amount of software development resources to add this to the game. That's why I asked what the system adds to the gameplay experience. So far I only see "increased C-Bill + fluff", which is probably not worth all the trouble.
At least not anytime soon, considering the state of the game.


I need to echo this.

The system you're suggesting would probably require the devs to basically build and implement an auction house or market for people to browse to find the services they were looking for.

Also it'd need a lot of balancing to determine how often a player could use their repair ability, or else you'd see one of the hardcore players buying all the efficiencies and being the one repair god of MWO.

Also, I'm not sure how this system would be fun. I unlock a repair skill, then click on a button to offer up my services. Then someone else clicks on a button to use my services. Sure, it'd be nice to have a passive thing like that to grind C-bills when I'm not playing, but I'd rather be playing the game.

Also the way the GXP system works, this would not be a system that helps noobs or casual players. It would only help people who drop plenty of money on the game for xp conversions, and the most hardcore of hardcore. People with money for xp exchanges could grab all the repair skills they want, and the super-hardcore people would have the GXP to buy what they needed.

Now granted, it would introduce another c-bill and GXP sink, but I feel like PGI has that down with the new mechs they're releasing regularly.

#25 Bobzilla

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,003 posts
  • LocationEarth

Posted 11 April 2013 - 05:24 AM

Something should be done to create an economic system. The economy now is only grinding to aquire more mechs and equipment. There really isn't much value to cbills to me anymore. I've reached a point where I don't want to buy more mechbays to fill with mechs that really aren't going to add anything to my game play experience. I'm not sitting on a pile of cbills, but if I had 300 million it would just sit there. Are there other things that could be added that would be better, sure, but that wasn't the OP's suggestion. I wouldn't want skills myself, but I would like to manage technitions and perhaps a factory.

It should have to be a either or choice, fighting skills or technition skills. Changeable with GXP. It would take balancing, but so did going from a turn based TT to a FPS. Realistic immersion is appealing to me.

#26 tyrone dunkirk

    Member

  • PipPipPipPipPipPipPip
  • 672 posts
  • LocationOutreach

Posted 11 April 2013 - 11:02 AM

View PostDenolven, on 11 April 2013 - 03:51 AM, said:

It needs a significant amount of software development resources to add this to the game. That's why I asked what the system adds to the gameplay experience. So far I only see "increased C-Bill + fluff", which is probably not worth all the trouble.
At least not anytime soon, considering the state of the game.

I'll say it right now, I don't know anything at all about programming or software development, but I meant that the system in the UI would be simple enough to not impede the gameplay, as it was proposed. I don't think it'd be easy to just up and create out of scratch, or that it should take priority, or-hell- that it'll even get any consideration; I just thought it'd be a neat idea and a nice fluff to the newer players' wallets towards their first 'mech.

#27 Denolven

    Member

  • PipPipPipPipPipPipPip
  • 511 posts

Posted 17 April 2013 - 03:00 AM

View Posttyrone dunkirk, on 11 April 2013 - 11:02 AM, said:

I just thought it'd be a neat idea and a nice fluff to the newer players' wallets towards their first 'mech.

Everyone agrees on having more fluff never hurts the gameplay experience - better immersion is a win-win.
But I don't see the second part. As with almost every skill system, it will favor experienced players, not new ones. It's a classical game design problem: you want experienced players to feel more powerfull than newbies, but you also want newbies to feel not inferior to everyone else, because then they will leave the game too soon. So aside from the technical aspect of actually adding it to the game, there is alot of thinking that would heve to be done before even a single line of code is written.

From what I have seen, the main goals are getting the core features done first. I'd consider your suggestion bonus stuff that might be discussed once the core of the game is implemented and running stable. Keep the idea in the back of your head and come back with it in half a year or so (don't know their timeline, you want to suggest it after official 1.0 release).

For education ;):


PS: the video talks about player skill, but it's applicable to game skill too.

Edited by Denolven, 17 April 2013 - 03:04 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users