So skip the repair and rearm "damage" model.
Essentially RnR was a way to preserve balance of Upgrades and heavy/large weapons(IMO mostly upgrades) against stock builds. If you make upgrades result in little to no cash made in a game the heavy weapons will balance out as most mechs won't have the space/CD to run them all the time.
Go to a flat rate loss scaled slightly between the weight classes when running upgrades. Call them maintenance fees... it's expensive to keep that XL tuned and running without shutting down randomly. Set it so large/most of the upgrades result in 0 cash... you get 0 cbills, not negative. Essentially, you trade cbills for XP then. If done well, you'd also be wagering on winning, a win might net you a little cash, a loss wouldn't. Whereas with only one upgrade you'll still make decent money.
This type of a system doesn't punish someone for taking damage or really any type of in game behavior. RnR makies fighting suck and tanking suck harder. This type of system sets a cap on losses... so you never lose money, but you might make none or very little, so you CAN run every upgrade if you want... but when you want to go buy the next whatever... better shell out some real cash, or pilot a lower tier mech. These are both things that would be good for the game and developers.
I also love Mustrum's per time idea.... except that it still won't stop anyone from packing (more slowly) every upgrade they want on all their mechs.
XL engine: - (engine rating x100) cbills per match (provides the largest single benefit in tonnage(range 10000 to 38500 cbills))
DHS: -(35k) cbills per match (is currently considered "required" for every build)
Endo: -(15k+mech tonnage x100) cbills per match (good tonnage benefit, necessary if not running XL(range 17000 to 25000 cbills))
FF: -(5k + mech tonnage x100) cbills per match (it's just worse than endo in every way (range 2000 to 10000 cbills))
Cap the cbill loss at 0 cbills... and here's an idea... fill in the difference with repair time.... run a deficit .. increase the cooldown post match to run the mech again. Most players I play with don't have a special upgraded engine in every mech, they buy one and swap it around. So now you have further incentive to swap to a entirely new type of mech for at least a round.
Other than people who would be incensed at the thought of running something other than a tricked out mech 100% of the time (and you can, but it would cost you actual money), I don't see a down side to this set up.
Edited by Prezimonto, 16 May 2013 - 01:29 PM.