UPDATE: Ok so this thread is starting to gather some good ideas, so I'm going to keep this post updated with all good ideas. Maybe we can point PGI towards it on the next ask the devs (thanks ollo for the good idea:) Please read and then make any of your own suggestions below

As mentioned by many people in many other recent threads, the way CBills are earned is not handled very well. No matter what the rate of CB gathering, this system will always struggle with either the gains being too slow for new players, or being too quick and having players accumulating CBills with nothing to spend them on.
I think there needs to be a move away from controlling the economy by CBill gain alone. I think it would be reasonably fair to assume that the longer a person plays MWO, the more likely they are to spend money on it. Apart from the necessary purchases of mech bays, a player who is invested in the game emotionally/time committed will feel more justified in outlaying money, because they will feel like they are getting enjoyment from it.
If a person comes to believe that the only way they can have fun or make progress is to pay money, they will be less likely to spend money, because they are not otherwise invested in the experience. Also, if you bind together the concepts of "progression" and "monetary payment" too tightly (i.e. by making accumulation of mechs by CBills too hard), people are not as likely to play the game in the long term, because the player is constantly thinking about the value they are getting from the experience - comparing the fun they get from playing to the fun they get from buying new stuff.
I think the goal of the makers of MWO should be to retain each player for as long as possible. This is how words spreads, community grows, and how games eventually make money. The most important thing for a game's longevity is its community. It takes dedication to make websites, videos and other fan content, and that dedication will not be there if you have a highly rotating player base - it will simply not have time to evolve.
Helping new players
Players need to have some motivation to keep playing. In a new player, that motivation must be high, because they are not yet emotionally invested in the game. A negative experience that wouldn't bother an experienced player might cause a new player to stop playing altogether. Accumulating CBills faster for the first 25 games is a good idea - to help new players reach their first goal (buying their own mech) faster. The problem is that actually equipping that mech is costly, leaving the new player no CBills left over to put towards their second mech. This is a large gap between rewards for a new player.
I think it would be a great idea if you were given a new mech after a certain achievements are completed. For example, after 10 wins, a new player can choose any non elite light mech to have. After 25 wins they can choose a medium mech. After 50 wins, you get a heavy. After 100 wins, you get an assault.
This would be a very good incentive to keep playing the game. Not only would this give the player regular rewards, the rate that CBills are gained would no longer be a grind factor for the accumulation of new mechs in the early stages. The CBills can be used to equip the rewarded mechs, rather than be spent on purchasing the mechs themselves.
Random rewards
How cool would it be if every so often you managed to salvage a random part from an enemy mech you've killed? At the end of the match a window will pop up and say, for example, "Salvaged ERPPC from playername". This could have a very small chance of happening, but would just be an occasional bit of "loot". I think that would be really exciting whenever it happened.
How about if your team wins by cap, any mech that assisted in capping a point has a small chance to get a CBill bonus for "Ensuring the continuing viability of the mining operation".
Random purchases
How about being able to buy a random mech with CBills? It could cost 10mill and you get a random mech, and that mech could be any mech in the game, including hero mechs (and perhaps rare mechs that you can only get through gambling). I think this would be a pretty awesome way for people who have accumulated a lot of CBills to "spend" those CBills.
CBill weekends
Give a 10% bonus to CBill generation on the weekends. Do you know how much more likely it will make people to play MWO on weekends? About 10%. If people can build their schedule around it they will (10% chance).
From ollo
to add to that:
- there should also be a daily x2 bonus on CB as well, as this encourages to have more mechs in the bay
- What about a minor bonus on 4,8,12 kills/assists? It should have a huge first-time bonus to encourage the players to get better, maybe 5/10/20 million on kills and 2/5/10 on assists, dropping to a tenth of that afterwards.
- for general player binding: i'd also introduce numerours achievements that won't neccessarily gain CB (maybe they add on general XP and you get a CB bonus for getting all achievements of one class), e.g.:
- Atlai-Killer: killed a whole lance of atlai in one game (also for every other chassis)
- I know my tools: get at least one kill with every energy/ballistic/missile weapon in the game
- Dancer on every Party: killed at least one mech of every class in one match
- Party host: own at least one/two/three/all chassis of every class
- Savior: get 3/4/5... savior kills in one match
- Captain: killed at least 3 mechs with an energy/ballistic/missile boat in one match
- Master, MASTER!: mastered 1/2/3... chassis
- Atlai-Killer: killed a whole lance of atlai in one game (also for every other chassis)
Good suggestions. I have some more, but for XP. How about after you earn a certain amount of XP you can choose a perk. Each perk has a positive and negative component, so they are an optional way to customize your playstyle. For example:
Running hot: You move 5% faster, but moving generates 10% more heat, and slows heat dissipation by 10%.
Extended Lasers: Your lasers have 10% extra range, but do 5% less damage.
Difficult target: It takes 20% longer for enemy mechs to get target information on you, but it takes 10% longer for you to get target information from enemies.
Improved ballistics: Your ballistic weapon shots travel 20% faster, but have a 10% longer recycle time.
Reflective armor: You have a 10% chance to "reflect" an incoming attack (and take no damage), but shots that do hit do 5% more damage.
Dampened armor: 20% of the damage you take is displaced to an adjoining part of your mech, but you take 10% more damage overall.
Realigned jumpjets: The thrust for your jumpjets is now mostly forwards (meaning you can't jump up cliffs as easily but giving you increased distance and speed).
Achievements (from BlacKcud)
http://mwomercs.com/...e-achievements/
Trial mechs
Had an idea for trial mechs. How about each week PGI lets the community know which mechs will be up for next week. The community gets to make builds for those mechs and then vote on them. The top voted builds are what appear on the trial mechs the next week.
OTHER
How about you get a CBill discount on any mech of a chasis you currently own. Bigger discount if you own two mechs of that chasis. Would help people to buy their second and third mechs, and incentivize buying more than one mech of a type in people who might otherwise not.
Have sales on mech parts. Maybe each week it could rotate between the different types of weapons - lasers one week, missiles the next etc. Would encourage people to try new builds.
Have engineers in your hanger that get happier or sader depending on your performance, and they complain if you die too much, or tell you it's your turn to buy them a beer if you didn't take much damage.
HeavyRain, on 31 August 2013 - 12:43 PM, said:
Ryvucz, on 31 August 2013 - 12:48 PM, said:
Win or lose.
Hopefully to encourage players to be their best. (At least at the start of the month)
Edited by PeenyPoke, 31 August 2013 - 04:17 PM.