CarpeMortis, on 01 November 2011 - 08:19 PM, said:
You still have yet to provide any arguement that your system "fixes" this issue. As far as I can see it only moves the disparity from personalized custom mechs that are hard to maintain, to more expensive stock mechs that are easier (than a customized mech) to maintain. I put it to you to prove that one is a greater threat than the other.
First, I haven't proposed that there shouldn't be maintenance costs on customized 'Mechs.
As far as solving the disparity between resource-rich pilots versus resource-poor pilots - both pilots have an equal ability to customize their 'Mechs - they can both modify their 'Mechs as much as the chassis will allow that they have the resources for. Equality of opportunity in customization.
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We are not talking about macro economics here...
That's disputable, but even with a single person it's impossible to control their choices in such a manner as to be able to actually predict the outcome with certainty.
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We are talking about a finite number of variables.
No, we aren't. You have to know what any given person will choose in any given situation.
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As for the money... Someone is gonna have to pay money for something, that's how this F2P thing works. A good number of us are waiting for that other shoe to drop. It just a mater of what color, and how stinky that shoe is.
Yeah.
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Fine, I'll amend my statement:
"That eventually the community will find out what is the most capable design."
You brought this up as a problem with the Start ops rules:
I was merely piointing out that your system did not fix it either.
It doesn't remove this tendency - it keeps those top level mechs from being nothing more than MechWarrior 3 style "gunbags" that are not unique at all.
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I am hardly advocating unfettered customization. The Strat ops rules make not only the initial customization of a unit expensive, but it also make maintenance of that customized unit more frequent and expensive. Additionally the ability to take a mech and drastically alter it's capabilities is exponentially more expensive than simply upgrading a few lasers to ER. The things your system (we need a better name for it) restrict, cost 2-3 time the parts and labor to do, and can only be done in a dedicated facility. Once you start doing the things your system forbids, you are talking factory level and 4-5 times the cost in labor and parts. When you are dealing with gyros, engines and internals, you are talking about the cost of at least 1 new mech.
Certainly, they make them expensive - but they do not stop anyone with the resources from ultimately rendering mechs into different looking gunbags on legs, which is quite frankly, horrible.
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I'm VERY hard pressed to believe that your system is less of a challenge to over come for a new player, when they would be facing either a 2-3 disadvantage in numbers, a significant out classing in weight, a significant out classing in lostech, an opponent who can afford to lose a mech or two in order to hold the objective or some combination of all of the above. Especially when the alternative is facing a prized mech that your veteran opponent can barely afford to repair, let alone replace.
You're presuming that there will be less "lowbie" players, that their opponent can afford to lose his mech, neither of which appear to be valid. As far as Veteran players having access to lostech and possibly a bigger 'Mech - yes, that's the way the BTU is *supposed* to be. Your point? There should be some differences.
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That's EXCATLY why it's a benefit. "Dynamic" control means they can change the values without patching or even rebooting the server... This allows for extreme flexibility in maintaining balance.
Oh, boy, ... things can get screwed up even faster!
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4: By offering both the simple option of refit kits, you give the ability to change tactics without significant reinvestment. Giving the option for One-offs adds not only the ability to personalize,and optimize your units, but makes the salvage rights a very important part of a contract. It's no longer just about how much you get payed but about what you might get to take home. This in turn makes tricked out mechs tempting targets on the field, forcing them to be used carefully.
5 and 6: are closely linked: Since now supply of parts and techs is essential, they are valued strategic assets. You can cripple an enemy by taking out these supplies. They become another item on the list of objectives. Having a hard time kicking your rival off a planet? Hit the employer's armor supply. Either a lightning raid to destroy a convoy so that no one can use it, or a more risky capture operation to claim teh armor for yourself.
What I've blurbed doesn't negate the ability nor the sense of using refits, nor of going after resources as a target.