Tyrnea Smurf, on 10 December 2013 - 01:02 AM, said:
Who defines who is worthy to acquire the "clan tech" pixels in your personal MWO world?
Because in the place I like to call "reality" PGI makes that call, and given their past decisions I'm erring on the side of who get "clan tech" is who ever has the money (real world currency - ie US dollars, Euros, Yen ect)to buy it. Given how many Battlemasters running around out there a few months before the c-bill release of Battlemasters in game, my reality would seem to show a whole lot of active players are gonna buy it.
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My instinct says a near majority of players will end up with MC-Dollar bought clan tech. Therefore it would be neither rare or hard to acquire. All it would take is a little bit of money.
And that's at a highly nerfed version of clan tech, if they introduce a more TT value OP clan tech, I would bet you that better than 80% of the playerbase would buy it before its in game release as a founders/phoenix style value package. Simply because if you add op clan tech, MWo becomes a arms race, and the guys with the fattest wallets win. Those games tend to eat themselves alive unless their playerbase is many factors of magnitude larger than MWO is currently.
I wasn't discussing MWO in particular; TBH I shouldn't have even mentioned it. The MWO dev team have gone the way they wanted to; and they aren't going to listen to anything I have to say, given their past comments.
At this point, the discussion is more useful towards "how could you do the clans" given persistance, as most games these days aren't single player offline and are rather persistent in at least some aspects and online.
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I didn't propose any sort of "decides who is worthy" to even get into a clan mech in the first place.
If you join the clan faction, you get a clan starter mech and the tech your particular clan gives you access to.
Movement up the "tech/mech" ladder is determined not by income, but by honor points; which are assessed to you by the honor rules system.
Cash wise, You'd have people gain honor points to access, at least at first, the higher weight classes; you could probably add other HP only "tiers." Once within a tier, allow clan-only players to use RL money to buy other 'mechs within those tiers.
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Access to clan tech for IS faction players would have to be gained by some means other than allowing RL cash buy-in.
TBH, at first blush, I'd say only allow access to clan tech after you've successfully thrashed a certain amount of clanners; and only allow you access to the tech of the particular clanners you've thrashed; to start with as the initial clan invasion happens.
After that, the clan tech would filter into the IS factions at the same (relatively slow) rate as it did in the lore. IS tech catches up pretty quickly in the IS factions, very much reducing the desireablity of clan tech in general, with some obvious exceptions. Meaning you'd have to have a better mechlab using a combination of the hardpoints and the customization rules (NOT the construction rules), along with ammo costs, and repair costs, and availability problems associated with clantech in the lore for the inner sphere powers.
"not rare and hard to acquire" - when I say make it rare, I literally mean release limited numbers and in limited runs. In the lore, clan mechs are actually ... rare.
Actual rarity, not would-be rarity. It wouldn't matter if you had a billion c-bills, if there simply weren't any more left for sale.
It's simply a factor of not using the built-in downsides of clan tech. Everyone has blinkers; they only see the damage output available from clan tech. They never see the other factors.
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An interesting point, but I doubt PGI even with CW has anything more than "get a 10% discount on all light OnmiMech purchases at step 2 clan rep, get 10% off all light and medium Onmimech purchases at step 3 rep ect.
I think the comments above pretty much address this.
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Most members of House militaries are in the same boat, the house lords owns the mech they pilot.
I currently own 29 Mechs, and Archon Steiner hasn't bought a single one for me.
I bet the day Clan tech becomes available i'll be the proud owner of some of it, and it won't be because a Clan Khan decided to give me one.
You are absolutely right to point this out. In fact, even merc unit pliots are mostly in the same boat.
That would mean that even though they ostensively work on a "cash take" basis for the purpose of a persistant online video game, ideally they would have to "qualify up" (although this wouldn't be NEARLY such a restrictive qualifications system as the hide-bound clanners have) and use their cash take (vs honor points for clanners) to buy 'mechs; and obviously there's greater variety in the sphere as far as what can be bought and more latititude to get it.
Merc faction players would have the widest access to tech and 'mechs - but the least cash flow to get it; and for RL purposes, you'd actually have to charget more $$ to a merc player; with the carrot being that you allow them to get 'tech that the house faction players have a hell of a hard time to get.
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Which is actually a point against a salvage or repair system in game. As long as rewards are smelted into c-bills automatically, no clan tech equipment would transfer from clan to IS faction control, if you allow salvage components they will blend/shift.
Which brings up disposession. If you're not willing to disposess players of their mechs/the tech in their mechs, yes, you have somewhat of a problem.
For clan players, this is the least problem; as their clan will put them back into a 'mech, with very few questions.
On a clan to clan basis, I suspect that the dishonor points of having your 'mech shot out from under you varies; but as long as you're not degraza you should be OK.
Almost ditto for house warriors.
Mercs would take the worst hit; not from honor or such, but because the average merc unit may not have a 'mech to spare.
In game terms, you'd want them into a 'mech right away - I personally would say that it's ok to put them into any other 'mechs they have purchased right away.
Worst case scenario, you don't have a backup, there would have to be some way to put you back into a 'mech, right off the bat.
But in all scenarios, if you get shot out of your mech, and the opposing side has control of the field at end of combat and has salvage capability - for instance, has at least two units left on the field with hand actuators, and thus can drag away salvage, and there aren't nearby enemy reinforcements, etc, you could lose your 'mech, and they could gain it. Of course, if they can't salvage it, the game system would do well to give you a chance to get it back off the field.
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Were you around for the Repair and Rearm apocalypse during closed beta?
If you missed it, count your self lucky. There's good reason it lasted all of 3 weeks, and has never been broached by PGI again.
Simply because PGI did it wrong doesn't mean the idea can't be done right.
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No it wouldn't. Not only would it make absolutely no sense from a business prospective (I'm sure that PGI's venture capital people would tear their hair out at the thought of passing up the opportunity to monetize Clan introduction) But it wouldn't even work as a game system
Repeating back and forth "yes! no! yes! no!" isn't productive. I think we both know we disagree with each other on this topic now. Let's move onto the reasons we disagree
I gave reasons as to why It could work.
Speaking of which, I pointed out how they could monetize the clan introduction. It can be done correctly, without rendering the clan tech into a wax nose; at least as long as the bean-counters are more mature than two year olds and can understand that grabbing all the candy off the shelf like ham-fisted pigs as quickly as possible results in lower long-term profit margins. You make less money by going for the quick big grab with an IP like MechWarrior.
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Oh they can use any system they choose, but it come down to the same thing. Your gonna get to buy clan tech with real world money, so even if it cost me "honor points" I can still take my starmates kill shots if I really want to to pad my epeen kill to death ratio ego stroking, or to simply troll him. PGI is adding a team death match to the game because getting a team to stop and prevent a base capture is considered too much interference with a teams 'kill enemy mech time', and you think these same mechwarriors are gonna follow a ridged rules of engagement system?
This has to simply be ignorance talking.
If you're a team killer who, even after having his access to all but one "degraza" mech enforced against him, keeps on TKing ... you simply get kicked from the game. Cut off.
There is no magical "invincible jerk."
If you really think there is, I'll happily use your own reasoning to destroy any idea you may have, in a way that you yourself will reject.
If the jerk is impossible to beat; than he crushes ANYONE's setup.
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... And that doen't even consider if I'm playing IS and I can screw over the clanner players standing. Man that a whole new world to exploit.
How about some content to actually discuss?
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And my contention is it still would not work in MWO as its currently designed.
Addressed in the first line of my reply.
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If the weapon balancing PGI has done trying to nerf the powergaming metas this past year have proven anything, its players will find novel ways around the very best of intended play options to seize that OP high ground.
Exactly. So setup the system as it's been setup since 1984 and the initial clan invasion and you will know beforehand where the holes are and be able to work with them.
The alternative is to scratch-build a system with utterly unknown holes, and continue to slap patches on the holes you see, all the while opening new holes you don't see, and can't predict for.