I had an idea that would help promote mech diversity on the battlefield. Instead of having static prices of mechs why not have dynamic prices instead that are based on a sliding scale and directly impacted by how many of a certain chassis are sold.
Example:
Mech A has a base price of $3 million. Every time 10 of that specific mech variant are bought the price goes up a certain % to simulate supply and demand. Let's say, for example, that it's a 10% increase. So when 10 are bought it goes up to $3.3 million. When 10 more are bought it goes up another 10% and so on and so forth. As the price climbs less people will be able to purchase that variant. After a certain period of time the price gradually comes back down to the base price until they are purchased again.
Obviously these numbers could be tweaked to ensure prices don't get outrageous quickly but I think it would go a long way to helping diversify the types of mechs and variants you see on the battlefield. You could also work it int the opposite manner for less popular mechs. As a mech sits on the production line without being purchased the price slowly starts to decrease until its popularity beings to pick up because of the lower price.
It also adds another element to having a living economy and universe to play in. What do you guys think?


Suggestion: Dynamic Mech Prices
Started by Sandpit, Oct 14 2013 08:43 AM
7 replies to this topic
#1
Posted 14 October 2013 - 08:43 AM
#2
Posted 14 October 2013 - 09:20 AM
It's an interesting idea, but I'm not sure it would work in the simplified economy of MWO. There isn't a supply side, just a demand.
This thing works in games like EVE because virtually everything in-game is produced by players in what amounts to a conversion of their time into in-game value. As prices go up due to demand, items become more valuable and supply kicks in as folks capitalize on that demand. In MWO there are no supply limitations, so it would be hard (I think) to manage the price reduction you suggest to counter rising demand-driven prices.
What might work is a player to player auction house based on MC. That is, players can sell items on an auction house that can be bought for MC by other players. Players could sell to other players, buyers might find a bargain and PGI gets to make money off MC sales.
Now from what I've heard about CW, it sounds like we are going to see some price fluctuations based on loyalty. I'm not sure how this might work out but it may create some variety in the use of mechs (which I think is your goal). For example, House Unicorn only makes the Commando, so if you work for them you are most likely to buy and use the cheap Commando rather than the expensive Jenner.
This thing works in games like EVE because virtually everything in-game is produced by players in what amounts to a conversion of their time into in-game value. As prices go up due to demand, items become more valuable and supply kicks in as folks capitalize on that demand. In MWO there are no supply limitations, so it would be hard (I think) to manage the price reduction you suggest to counter rising demand-driven prices.
What might work is a player to player auction house based on MC. That is, players can sell items on an auction house that can be bought for MC by other players. Players could sell to other players, buyers might find a bargain and PGI gets to make money off MC sales.
Now from what I've heard about CW, it sounds like we are going to see some price fluctuations based on loyalty. I'm not sure how this might work out but it may create some variety in the use of mechs (which I think is your goal). For example, House Unicorn only makes the Commando, so if you work for them you are most likely to buy and use the cheap Commando rather than the expensive Jenner.
#3
Posted 14 October 2013 - 09:26 AM
Sandpit, on 14 October 2013 - 08:43 AM, said:
I had an idea that would help promote mech diversity on the battlefield. Instead of having static prices of mechs why not have dynamic prices instead that are based on a sliding scale and directly impacted by how many of a certain chassis are sold.
Example:
Mech A has a base price of $3 million. Every time 10 of that specific mech variant are bought the price goes up a certain % to simulate supply and demand. Let's say, for example, that it's a 10% increase. So when 10 are bought it goes up to $3.3 million. When 10 more are bought it goes up another 10% and so on and so forth. As the price climbs less people will be able to purchase that variant. After a certain period of time the price gradually comes back down to the base price until they are purchased again.
Obviously these numbers could be tweaked to ensure prices don't get outrageous quickly but I think it would go a long way to helping diversify the types of mechs and variants you see on the battlefield. You could also work it int the opposite manner for less popular mechs. As a mech sits on the production line without being purchased the price slowly starts to decrease until its popularity beings to pick up because of the lower price.
It also adds another element to having a living economy and universe to play in. What do you guys think?
Example:
Mech A has a base price of $3 million. Every time 10 of that specific mech variant are bought the price goes up a certain % to simulate supply and demand. Let's say, for example, that it's a 10% increase. So when 10 are bought it goes up to $3.3 million. When 10 more are bought it goes up another 10% and so on and so forth. As the price climbs less people will be able to purchase that variant. After a certain period of time the price gradually comes back down to the base price until they are purchased again.
Obviously these numbers could be tweaked to ensure prices don't get outrageous quickly but I think it would go a long way to helping diversify the types of mechs and variants you see on the battlefield. You could also work it int the opposite manner for less popular mechs. As a mech sits on the production line without being purchased the price slowly starts to decrease until its popularity beings to pick up because of the lower price.
It also adds another element to having a living economy and universe to play in. What do you guys think?
Correct me if Im wrong, but I think they may be going in this direction. If I recall correctly, in the Presentation @ the tournament or in a CW post they said that access to resources will directly effect availability and prices of mech. IE you owned resource A, and when you owned resource A it cost X to buy Y mech. But then you loose resource A, and mech Y then cost more.
This is off the top of my head....and Im at work and don't have time to double check, so I may be incorrect.
#4
Posted 14 October 2013 - 09:32 AM
Gauvan, on 14 October 2013 - 09:20 AM, said:
It's an interesting idea, but I'm not sure it would work in the simplified economy of MWO. There isn't a supply side, just a demand.
This thing works in games like EVE because virtually everything in-game is produced by players in what amounts to a conversion of their time into in-game value. As prices go up due to demand, items become more valuable and supply kicks in as folks capitalize on that demand. In MWO there are no supply limitations, so it would be hard (I think) to manage the price reduction you suggest to counter rising demand-driven prices.
What might work is a player to player auction house based on MC. That is, players can sell items on an auction house that can be bought for MC by other players. Players could sell to other players, buyers might find a bargain and PGI gets to make money off MC sales.
Now from what I've heard about CW, it sounds like we are going to see some price fluctuations based on loyalty. I'm not sure how this might work out but it may create some variety in the use of mechs (which I think is your goal). For example, House Unicorn only makes the Commando, so if you work for them you are most likely to buy and use the cheap Commando rather than the expensive Jenner.
This thing works in games like EVE because virtually everything in-game is produced by players in what amounts to a conversion of their time into in-game value. As prices go up due to demand, items become more valuable and supply kicks in as folks capitalize on that demand. In MWO there are no supply limitations, so it would be hard (I think) to manage the price reduction you suggest to counter rising demand-driven prices.
What might work is a player to player auction house based on MC. That is, players can sell items on an auction house that can be bought for MC by other players. Players could sell to other players, buyers might find a bargain and PGI gets to make money off MC sales.
Now from what I've heard about CW, it sounds like we are going to see some price fluctuations based on loyalty. I'm not sure how this might work out but it may create some variety in the use of mechs (which I think is your goal). For example, House Unicorn only makes the Commando, so if you work for them you are most likely to buy and use the cheap Commando rather than the expensive Jenner.
Essentially yes, mech diversity is what I'm hoping to promote. Unless you're in a Davion scouting party you're not generally going to see 10 Atlas mechs and 2 Spiders fielded all the time. Now that's an extreme example but really You tend to see the same 5-6 mechs fielded all the time. Anything that would help change that is a good thing in my opinion. I'd like to see an actual black market introduced eventually. Players would have to use this to purchase mechs that weren't produced by their faction and all mercs would have to use.
Mercs would pay a slightly higher price than faction players but as they gained loyalty to the faction they are contracted to they would get better pricing models but that's a completely different idea and subject altogether.
AdamBaines, on 14 October 2013 - 09:26 AM, said:
Correct me if Im wrong, but I think they may be going in this direction. If I recall correctly, in the Presentation @ the tournament or in a CW post they said that access to resources will directly effect availability and prices of mech. IE you owned resource A, and when you owned resource A it cost X to buy Y mech. But then you loose resource A, and mech Y then cost more.
This is off the top of my head....and Im at work and don't have time to double check, so I may be incorrect.
I'm not sure if it was said or not. I would love to see more of this kind of thing introduced into the economy though. It just helps represent that there's more distinction to what faction you choose to play for than having an insignia next to your name.
#5
Posted 14 October 2013 - 12:54 PM
excellent idea
#6
Posted 14 October 2013 - 01:26 PM
AdamBaines, on 14 October 2013 - 09:26 AM, said:
Correct me if Im wrong, but I think they may be going in this direction. If I recall correctly, in the Presentation @ the tournament or in a CW post they said that access to resources will directly effect availability and prices of mech. IE you owned resource A, and when you owned resource A it cost X to buy Y mech. But then you loose resource A, and mech Y then cost more.
This is off the top of my head....and Im at work and don't have time to double check, so I may be incorrect.
Don't remember if it was that specific, but I do remember it being said that CW and planets owned and whatnot will affect pricing for various items.
#7
Posted 14 October 2013 - 02:07 PM
Depending on what Faction you fight for, and what rank you have in said faction mech prices will be different for you. So if your just a lowbie privet fighting for Stiner, you will have light mechs at a discounted price, and maybe some mediums like the hunchback. Larger mechs will be very costly for you to buy, until you rank up, this is also a way to slowly add Clan tech into the game. As people only at the highest ranks would gain full access to clan weapons, and maybe some mechs, where as lower tier people won't even see the mechs, and would be paying exorbitant prices for the weapons. Also Drop Fees and Costs for your Merc or Faction unit will also limit what mechs you bring, as well as Drop Whight Limits dictating what mechs you can bring in your own personal bay to the fight (respawn mode).
#8
Posted 14 October 2013 - 04:41 PM
SirLANsalot, on 14 October 2013 - 02:07 PM, said:
Depending on what Faction you fight for, and what rank you have in said faction mech prices will be different for you. So if your just a lowbie privet fighting for Stiner, you will have light mechs at a discounted price, and maybe some mediums like the hunchback. Larger mechs will be very costly for you to buy, until you rank up, this is also a way to slowly add Clan tech into the game. As people only at the highest ranks would gain full access to clan weapons, and maybe some mechs, where as lower tier people won't even see the mechs, and would be paying exorbitant prices for the weapons. Also Drop Fees and Costs for your Merc or Faction unit will also limit what mechs you bring, as well as Drop Whight Limits dictating what mechs you can bring in your own personal bay to the fight (respawn mode).
Right, I understand that, I'm talking about going deeper than that though. As mechs are bought it would help represent and dwindling supply of those mechs. As the price climbs they become less attractive than cheaper alternatives. If, for example, we have a popular mech that has large numbers in game then that price goes up. If you have a choice between a $50 million dollar stock Atlas or a $9 million dollar Awesome (just an example guys don't turn this into Atlas versus Awesomes) many players will be more apt to buy that Awesome. Then as people buy the Awesome it's price begins to climb while the Atlas slowly drops back down so then you might have $27 million dollar Atlases and Awesomes while Stalkers are lingering at $8 million so they look very attractive. Then as more people start buying the Stalkers their price climbs while Atlas and Awesome slowly continues to drop. So on and so forth so you have a constant sliding effect that helps encourage mech diversity on the battlefield.
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