Pht, on 01 November 2011 - 03:46 PM, said:
Which rules bring their own problems in an MMO gametype.
Do we get to know what those problems are? Aside from economy balancing issues. Those are solved through iteration.
Pht, on 01 November 2011 - 03:46 PM, said:
... and you might notice, I said "If they go the full monty" - meaning they allow the full amount of customization under strat ops.
You need to re-read those rules then, because while you can change quite a few things they are restricted heavily by multiple factors... THIS IS KEY... Adjusting those factors allows for fine tuning and control of the economy. These factors (supply of parts facilities and labor) can be used to effectively forbid any given customization. Conversely they can be used to encourage certain customization.
Pht, on 01 November 2011 - 03:46 PM, said:
Yes, it does, because it limits everyone to what their chassis will hold; with the bonus given by the modification of the "hardpoint" (weapons/equipment type) limiting from mw4. Your green newbie with his access to his first modifications will have the same options that the old-timers has - you can put anything into your chassis that it allows. That's equality of opportunity - a level playing field of chance.
There are actually two problems in the statement that references:
Pht said:
The hardcore tinkerers will be everyone in the game that's been around long enough to have access to the resources needed to turn their 'Mech into whatever the community has found out is the most capable design. This is pretty much the same in any MMO game.
The first is the explicitly stated:
That eventually a "prefect" mech config will be found. Your solution completely fails to address this problem. All it does is change the parameters of what "perfect" would be. The factors mentioned in above can be used to dynamically adjust the economy to counter trends, should that be deemed a problem.
The second problem is the implicit one you replied to:
The disparity between New players and veterans. Ignoring the fact that this problem exists in ALL Persistent multiplayer games, from Call of Duty, to World of Warcraft. And ignoring the fact that it is a game design choice, between catering to the people who have invested in the game and garnering new players. Your Solution still fails to solve this issue. It looks like it, but in fact all it does is move the disparity to a new place. Vets will not have slick custom mechs, but they will have more advanced and expensive stock designs, and likely more total mechs to choose from. This gives them a greter tactical advantage as they can afford to keep a mech on hand for a wider variety of situations. Your system simply removes one of the veteran's choices about how and where to spend his or her hard earned rewards. The Strat Ops rules don't solve this problem either. I contend that the customization rules a re not the place to solve that issue, at least not by themselves.
Pht, on 01 November 2011 - 03:46 PM, said:
Further creating inequality between them and those starting out who have less resources... *** forbid if they actually have to compete with the old-timers for access to those resources.
This is again NOT a problem with customization, but one inherent in the concept of a persistent game world. And again a problem your system doesnt' solve either. See the above point.
Pht, on 01 November 2011 - 03:46 PM, said:
... and you know all of the things I had in mind about the lore? :|
Nope, only the ones you explicitly state, and the ones i can infer from the rules themselves, would you care to share the rest of them with us?
Pht, on 01 November 2011 - 03:46 PM, said:
Greater flexibility - yes, but at what cost in complexity of use for the gamer for what meaningful returns over what I'd mentioned?
What Cost in complexity for the user? Properly designed User Interface can make it simple enough for the beginner to understand, with no need to expose them to the complicated back end. This holds true for any system. Just tell them "Yes you can do that", or "No you can't do that." And if they want to, then give them a way to find out why the can or cannot do it.
As for meaningful returns, I've mentioned a few already, I'll compile them here.
1) Dynamic control of the customization process by the devs.
2) More personalized experience for the users.
3) Appeal to all levels of users
4) A more in-depth campaign experience
5) A greater range of objectives for conquest
6) More options in weakening your enemies
7) The ability to stretch the service life of old units.