Make the delay chill or Mc shippable and you have a winner (in their eyes)... I have had a feeling that CW will feature this


Economies Make Mmo Fun
Started by focuspark, Jan 16 2014 02:26 PM
46 replies to this topic
#41
Posted 16 January 2014 - 11:57 PM
#42
Posted 17 January 2014 - 09:42 AM
Bagheera, on 16 January 2014 - 03:41 PM, said:
A couple of folks up thread mentioned it. Even without it, still no. The inflation point is valid either way, and is only one of many reasons to avoid an MMO style economy in a game that is not an MMO.
No it is not since you can always buy the items from PGI.
I have the feeling, most posters in this topic have no clue whatsoever how game economies work and which variations are possible to tailor trade interactions to a game. It is a moot point anyways because neither does PGI and they also have no interest whatsoever to introduce player driven economic factors.
The ideas of the OP are interesting but very basic. Personally I do not see any need for a repair time.
#43
Posted 17 January 2014 - 10:28 AM
I think there has been some confusion about what I'm suggesting. It's rather simple:
Let's assume there's a drop rate change for each component (excluding chassis, engines, upgrades, armor, and ammo). Winning team members get three items and losing team members get two; and the change of better items is based on the relative good job you did in the match (correctly rewarding better players).
At the end of a match you've won you might see something like this:
Win: xxxxx CB
Kills: xxxxx CB
Assists: xxxxx CB
(etc...)
Savlage:
- Medium Laser
- ER PPC
- Sm. Pulse Laser
Additionally, I'm suggesting an attrition mechanic where by damaged and destroyed mechs permanently lose components (which would need to be replaced from winning or purchased on the open market). At the end of a match you've lost your 'mech, you might see something like:
Loss: xxxxx CB
(etc...)
Salvage:
- Large Laser
Destroyed Components:
- AC5 Ammo
- Guardian ECM
The idea here is for the devs to use this mechanic to direct c-bills around the system by adjusting economy by adjusting drop rates and monitoring market values. Ideally, the number of destroy components is equal to the number of acquired components, thus by definition not having inflation. Inflation comes from economies which only add currency and never remove it (like WoW).
The down timer was to be used along the lines of:
Light to moderate damage (not destroyed): 3 minute wait before reuse
Moderate to heavy damage (not destroyed): 5 minute wait before reuse
and adding 50-100% to those times if your battlemech was destroyed.
The price of skipping the wait to be paid in c-bills based on the old RnR values (excluding ammo costs).
Let's assume there's a drop rate change for each component (excluding chassis, engines, upgrades, armor, and ammo). Winning team members get three items and losing team members get two; and the change of better items is based on the relative good job you did in the match (correctly rewarding better players).
At the end of a match you've won you might see something like this:
Win: xxxxx CB
Kills: xxxxx CB
Assists: xxxxx CB
(etc...)
Savlage:
- Medium Laser
- ER PPC
- Sm. Pulse Laser
Additionally, I'm suggesting an attrition mechanic where by damaged and destroyed mechs permanently lose components (which would need to be replaced from winning or purchased on the open market). At the end of a match you've lost your 'mech, you might see something like:
Loss: xxxxx CB
(etc...)
Salvage:
- Large Laser
Destroyed Components:
- AC5 Ammo
- Guardian ECM
The idea here is for the devs to use this mechanic to direct c-bills around the system by adjusting economy by adjusting drop rates and monitoring market values. Ideally, the number of destroy components is equal to the number of acquired components, thus by definition not having inflation. Inflation comes from economies which only add currency and never remove it (like WoW).
The down timer was to be used along the lines of:
Light to moderate damage (not destroyed): 3 minute wait before reuse
Moderate to heavy damage (not destroyed): 5 minute wait before reuse
and adding 50-100% to those times if your battlemech was destroyed.
The price of skipping the wait to be paid in c-bills based on the old RnR values (excluding ammo costs).
#44
Posted 17 January 2014 - 10:57 AM
R Razor, on 16 January 2014 - 04:33 PM, said:
I like it all but I'd add ammo replacement costs to the mix.........if you use it you replace it out of your pocket unless you're a merc unit and it's written into the contract.........might help reduce some of the dakka junk roaming the battlefield these days.
It also used to be one of the reasons energy boats ruled the roost and LRMs were considered throwing your money at the opponent. Ammo-based weapons sucked, because they devoured your fragile bank account- and when R&R gave you a free reload %, people would stuff their 'Mech with extra ammo so they could function at the lower %...and not spend money on reloading.
The problem is this: MWO can't really afford to let players lose at anything in the long run. That includes being clamped down by a game economy.
R Razor, on 16 January 2014 - 04:33 PM, said:
I like it all but I'd add ammo replacement costs to the mix.........if you use it you replace it out of your pocket unless you're a merc unit and it's written into the contract.........might help reduce some of the dakka junk roaming the battlefield these days.
It also used to be one of the reasons energy boats ruled the roost and LRMs were considered throwing your money at the opponent. Ammo-based weapons sucked, because they devoured your fragile bank account- and when R&R gave you a free reload %, people would stuff their 'Mech with extra ammo so they could function at the lower %...and not spend money on reloading.
The problem is this: MWO can't really afford to let players lose at anything in the long run. That includes being clamped down by a game economy.
#45
Posted 17 January 2014 - 01:34 PM
focuspark, on 16 January 2014 - 02:26 PM, said:
Armor should not be part of this system. It should just be repaired at no cost to the play "as part of the contract". Ammo is also questionable, otherwise ammo consuming weapons have an active penalty. I have no opinion about modules and their inclusion.
Stock armor and common ammo (AC5/AC2/AC10/AC20) should be part of contracts. Weapons that feature advanced or rare ammo and upgrades that are uncommon should come at a modest cost.
#46
Posted 17 January 2014 - 03:03 PM
Faction players aren't "under contract"
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users