Cimarb, on 21 July 2014 - 09:16 AM, said:
None of the methods to address the inconsistency is ideal, but I like Cycloner's more than your "multiverse omnipresence" approach.
While I dislike that we each have HUGE stockpiles of battlemechs in an age where a single Locust is considered irreplaceable to the owner AND his family, I prefer that immensely to each of us being some sort of interdimensional being.
Indeed.
My ideal approach would be something more similar to MW:LL than MWO, but this is not the place for it.
Honestly, i have some dubts about the economy CW will bring, too. I would rather see something more deep like Star Citizen's economy, even if simplified as MWO lacks activities different from combat.
Just having prices fluctuate is not quite enough IMHO. Thousand of players have stockpiled tons of C-Bills, weapons and equipment so higher prices do not influence their economy at all.
Ideas for the economy?
-Equipment salvage
-Repair and ream
-Jump fees to rent a jumpship
-Possibility to buy a jumpship for a very high price in exchange for more movement flexibility and no jump fees , not destroyable (neither Houses nor Clans want to waste Jumpships, though the Clans can actually replace them)
-Unit assets maintenance (Dropships, bases, base garrisons, support staff), different for merc units and House/Clan units
-Fluctuations of rewards for mercenary contracts (a world attacked by a Clan force would prompt the ruling House to offer a rich contract to bolster its defences, while a Periphery-FWL border planet would have many less opportunities for mercs, mostly bandits that could be represented by lone wolves).
-For House players, pay should be based on rank, which is influented by Loyalty Points, which are influenced by combat performance; for Clan players, a similar Honor-based system should reward victories against a supposed stronger opponent with higher rewards (hmm, never been a fan of c-bills for Clansmen! What would it take to change the name of the currency and change some prices?).
-Some merc units' assets should be destroyable (most notably DropShips) that represent a decent loss of money
-A high amount of worlds lost by a faction should have disadvantages for that faction' players. Reduced availability of items, less pay for regulars (but more for mercs maybe?).
Besides, a merc unit that gets a very high amount of loyalty points with a House should get the opportunity of becoming part of that House' regular army, like McCarron's Armored Cavalry (not sure how many players would actually do it, unless it provides decent advantages or would fit well with their unit's background, a situation i have often seen).
Heffay, on 21 July 2014 - 10:15 AM, said:
Not interdimensional. Multi-verse. There is a *huge* difference between the two concepts.
And nobody is stopping you from playing exactly the way you want. If you think you should only have access to one mech, sell all the rest that you own and play that way. It is not PGI's job to create the environment necessary for you to roll play in. They are responsible for creating a game that is fun to play for as large of a population as possible. Any RP elements beyond that are your responsibility to craft.
And if you see things that don't make sense in your particular scenario, it is *your* responsibility to come up with an RP solution to them.
Actually, PGI's job is also to create a believable representation of the BT universe in which you can play. Otherwise, it is just World of 'Mechs.
Edited by CyclonerM, 21 July 2014 - 10:27 AM.