Bishop Steiner, on 09 May 2014 - 10:25 AM, said:
(Hint... it didn't work because you put an easily exploitable 75% repair and rearm mechanics into the game, and gamers are going to exploit whatever you let them exploit. Remove that, balance rewards vs risk a little more, and you had yet another great balancer to keep people from running maxtech every match.... except of course too many of the UberComp Players feel entitled to run MaxTech with no risk. Imagine had PGI stayed the course..... now instead of using private lobbies to do stock mechs, we would probably see private lobbies with no xp and rewards and no risk, for the High Elo Comp crowd, who simply want to minmax everything..... which would actually have made a lot more bloody sense)
I'm going to have to disagree with you on a massive scale with this.
Normally I wouldn't have had a problem with Repair And Rearm, in a traditional game and business model. Being that, you buy the game and/or paid a subscription fee. The problem with the very basics of Repair And Rearm is that it put an economic counterweight to higher-tech/greater-impact equipment to the point of being able to net a negative income in a Free To Play business model that included CBill boosts.
To put it simply, Premium Players could pay to spend more time, or all their time, in MaxTech Mechs. Most Free Players couldn't, they would have to grind out CBills in LowTech Mechs to be able to afford to field their MaxTech Mechs. Premium Players are matched against Free Players, meaning that Premium Players are paying to spend more time in MaxTech Mechs to face down LowTech Mechs.
(I'm going to ignore the argument that "The best Free Players could use MaxTech and net Positive incomes all the time." All that statement is saying is that the players with the better skills should also get the better numbers in their mechanics to make them even better against their scrub opponents. At which point, is it the skill winning or the better numbers they have been 'blessed' with?)
In essence, Boosts attached to Mechs or Premium Time lessened or removed the Counterweight applied to MaxTech by Repair and Rearm. This meant that Premium Players could pay for the advantage of MaxTech, something that I was against and spelled out in a very long analysis long before R&R was put into the game. Though I think we can guess how much the original Closed Beta Group was listened to when it came to detailed high concept analysis.
R&R also punished attempts to minimize pinpoint damage. If it was in the game today it would cost you more money if you Torso Twisted in the match to spread the damage out as much as possible.
Repair and Rearm could have been done very well but there were many points in design that were flat out pitfalls, things that would create a harmful environment to the game, promote negative behavior from players and punish or tax growth in player skills and PGI managed to nail every last one of them on the head.
It would have required a redesign from the ground up, not just patchwork to fix the abuse. Dropping the entire system was a far easier means of stopping the bleeding as well as a means of holding onto their pride by blaming the players for it not working rather than their own design.