Tennex, on 06 April 2013 - 09:39 AM, said:
they can easily adjust numbers so that the risk/reward ratio is smaller. and R&R will have less impact on actual earning. And more of a cannon immersion
nerf the repair cost of XL engines. wow that was ridiculous
So if we're going to pick and choose which 'expensive' tech is ACTUALLY expensive to repair, what is the point of repair?
Aside from an XL or getting equipment REALLY shot up, armor was often the most expensive thing. That isn't fair to an assault, who takes more armor to BE A FOCAL POINT. Maybe armor is too expensive? Well, ammo is really insane if you shoot a lot off. Ammo might need some repair discounts too.
An engine is literally the heart of a mech, and cannot be easily fixed. Three crits (dead engine) is a dead mech, because you need an entirely new engine and it is often easier (while only marginally more expensive) to just get a whole mech. They threw us a BONE on repair costs for engines - a dead engine has every right to require a full replacement fee.
Weapons didn't do anything when damaged - they didn't shoot hotter, shoot on random angles, suffer from reduced damage, or failures, or backfires, or suddenly explode. Engines at 25% didn't bleed one heat per second and invalidate ten heatsinks.
Repair and rearm was halfarsed, and it didn't belong in the game. If they get it fully arsed next time, then it can come back. The system we had punished some people and rewarded others. It did NOT often force people to choose which tech to run and which not to, because the minmax players never repaired items period. Some honest people paid for armor (I usually didn't and it wasn't game breaking), but most minmax players never repaired items or paid for ammo.
That isn't immersion, it is a cash sink. It is also a poorly designed cash sink that punishes the most suseptible crowd - new people who are likely to quit anyway.