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Question about MWO c-Bill making and Founder mechs


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#21 HiredGun

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Posted 21 June 2012 - 09:26 AM

The developers have consistantly stated that this will be role based warfare. So if you choice the role of the assault pilot, you will not need to play mediums to pay for the repairs of your assault mech. This would be counter productive to the model that they are building and would only alienate their customer base. Being an assault pilot, you will be able to grind your assault mech without having to play light, medium or heavy mechs if you choose not to.

#22 OldTankTread

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Posted 21 June 2012 - 09:27 AM

Like many here, I have played Mech games for a very long time. I am also playing WoT and love it even with the 'Premium' tanks added to the matches. WoT has a very good business model that allows me to buy inside/outside the game what I want to play ingame. But the player must still grind mitches to earn the credits they need to progress to the model tank they want to play. I hope that the matches here will be more tactically challenging (instead of 'Rush' or "Camping"), so that the lancemates will have to work the problem together to win.

In the old Mechwarrior games you got to salvage the battlefield for usable equipment or saleable salvage. I hope that this game includes both methods to boosting the c-bill income. Being able to collect usable salvage was almost like getting a Christmas present after each match :)

#23 Isingdeath

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Posted 21 June 2012 - 09:33 AM

The other bit of information that the developers have already given out in the videos, is that you will be rewarded for your roles. So a scout mech that finds enemy mechs will be rewarded. Taking pot shots and then getting out of the way was also mentioned in the video on light mechs. So it would seem from these points that the way to be proftable for light mechs is less about kills and more about mech discovery and sniping. If your a Heavy or Assualt then it is more about kills to be profitable.

#24 LokkenJP

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Posted 21 June 2012 - 10:06 AM

Thank you everyone for your answers.

I don't have beta access yet, so I cannot know for sure which role would I fit best on here.
On previous MW games, usually progress meant higher tonnage mechs, ending almost always in 100tn behemoths, so this cannot compare well enough to MW:O

For what I've played on other games, long range fire support Is usually my favorite playstyle, so I hope to have coosen the right one

Thanks

L

#25 StriplingWarrior

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Posted 21 June 2012 - 10:16 AM

View PostBryan Ekman, on 21 June 2012 - 07:11 AM, said:

This is essential correct, except you will have proportionall risk vs reward. Cost are less for lights, but you make less money. Costs are high for assault, so you make more money. The net yield after repairs is going to be similar.

Non one class will make NET CB faster.

This is something I will give you my money for, with all things being equal they are equal. Thank you.

View Post1stStrike86, on 21 June 2012 - 09:04 AM, said:


But doesnt't that mean when i'm playing with an energy weapon based assault mech AND i'm verry good in avoiding dmg, I'll make more CB...compared to the same thing with a light mech

I would think you are correct. No ammo cost would equate to more net profit, and the risks/cost associated with a mech loaded with heatsinks and high heat weapons.

Lots of tradeoffs in MW. That is part of the reason I like it because to get a benifit you must take a penalty of some type. Whether heat, weight, speed, armor.... always a tradeoff.

#26 Davers

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Posted 28 June 2012 - 04:20 PM

View PostLomack, on 21 June 2012 - 07:29 AM, said:

They have to set up the game so that when you first start out, you can make money, even if you don't have a Founder mech or premium service. IF they fail to do this people will stop playing when they can't even repair.

Since there are a variety of mech classes (light, medium, etc.) available from the start, every type of mech has the ability to make money. I am sure PGI will keep them relatively balanced.

So assuming the above is a given (it would be pointless if it weren't). A PPC should cost the same to repair on day 1 as it does on day 501. It can't cost more just because your better at using it a year and a half later. So your starting mechs should have no problem generating cbills. If they do its a game design failure that I am sure PGI will fix.

Where there may be a challenge in costs, and we can't really know till we get better information is the repair costs of advanced technology. There may come a point that unless you play well the cost to repair any mech (of any size) that is armed with XL engines, FF armor, Tag, Ultra ACs etc become tough to manage without some kind of bonus.

I have been saying this for months! I'm glad I am not the only one thinking this.





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