Dalziel Hasek Davion, on 16 September 2013 - 12:59 AM, said:
Hello and welcome!
You are talking about trial 'Mechs. A new player has to weather 25 matches in trial 'Mechs to earn around 10m C-Bills (8m cadet bonus and 2m normal earnings). This is enough to buy almost any chassis in the game, including an Assault 'Mech.
There are various possible reasons for this design decision. Firstly it gets a new player used to the controls and different size chassis with different capabilities. Secondly it gives them time to explore the forums, Smurfy's Mechlab, mechspecs.com and other community assets for help, advice and to find team-mates. Thirdly it creates a sense of earning the 'Mech you pilot and feeling a sense of achievement (even if you can't get this from winning).
These are valid design choices that have a few down-sides. The trial 'Mechs are (mostly) under equipped and early matches can feel, to a new player, like pushing boulders uphill. The cadet bonus is not advertised very well and can set poor expectations of earning rate leading to poor purchasing decisions. A new player has to build a stable of 'Mechs slowly - a 'grind' exacerbated by having to level 3 variants of the same chassis to unlock the most favourable 'Mech skills in the skill tree.
Your suggestion of a free and unhindered choice of 'Mech chassis is, similarly, a valid design choice, but comes with it's own pros and cons. For example, I would imagine the player retention rate being much lower as there is no sense of achievement at earning a particular 'Mech and, if they keep losing anyway, there is absolutely nothing motivating them to stay in the game.
This game universe has a wealth of back-story and a devoted and passionate following of players, many of whom love collecting different 'Mechs - perhaps to feed nostalgia - perhaps from a sense of completeness. The devs realise this and have created a business model that allows them to use the acquisition of 'Mechs to drive player retention and revenue generation (Phoenix, Sabre, new 'Mech bays et al).
From what I can see, this business model has been very successful. Even with extremely thin gameplay (two modes, limited maps) it has already demonstrated a certain longevity.
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As I mentioned, relatively new players (25 matches) can afford an Atlas if they want it. Assuming that anyone in an Atlas is a P2W sympathizer is insulting and wrong - most of them will have earned the CBills in game to buy one. Also, the match-maker does not put all new players (in trial 'Mechs) on one side and all experienced players (in non-trial 'Mechs) on the other. It's a mixture. You can counter heavier 'Mechs with lighter ones - but it relies on piloting skill and a particular style of gameplay.
In-short. It's a team game that takes some time to learn - and the pay-off is the ability to collect your favourite 'Mechs and, perhaps, learning how to win more often as part of a team.
Well - the devs, to their credit, have been very careful to avoid pay-to-win, which I personally believe is a good thing. This means that they are limited in terms of what real money (Mechwarrior Credits) can buy. Extra 'Mech bays, Mech XP to General XP conversion, camo and colours, cockpit items and Hero 'Mechs, which can ease the grind, but are not essentially any better than any other 'Mech chassis of the same type.
I think it's a reasonable business model for a free-to-play game and probably better than offering players better in-game equipment for real money.
I hope you find what you're looking for from MW:LL or DOTA if that appeals to you.
very well said.
i missed the spot where he compared to ravens as f2p enthusiasts and atlas as p2w idiots...i have both chasis, and 30+ mechs, i have spent money on mechs but only hero's the rest have all been purchased with c-bills and i have sold as much as i own...at least.