First off I hope I got you hooked by that catch-phrase. Second please understand all following is pure speculation, but I am pretty sure that the truth won’t be far off.
How will Repairs fit in the MWO economy? To answer this question we need to establish some targets first:
- Repairs need to be understandable to avoid complains by players
- Repairs need to be fair in comparison from one wrecked mech to another
- Repairs must be a major money sink ingame to balance income/output
- Players as well as Piranha want to see a lot of different mechs appearing in the battles and want to make sure that e.g. not only assault mechs are used
- Don’t forget Piranha want to live and earn some money so they will design the game to make us spend money
- Everything that can be damaged in your mech will most likely be tracked by the game (damaged armor, damaged internal structures, damaged critical slots like weapons)
- So quite easy everything that has been damaged in a battle can be repaired afterwards. Some things might not need to be repaired (e.g. armor plates) to start into the next battles, while other things are a must (e.g. cockpit)
- Everything will have an individual price tag for repairing. Like each ton of a defined armor type will cost x, a damaged M-Laser will cost y
- Maybe repair costs will for e.g. weapons with more than one critical space will raise if more than one critical space was damaged.
- All repair costs will be less expensive than buying something new
- Tech that is more powerful (especially the upcoming Losttech) will be more expensive to repair.
- Ammo based weapons will be cheaper to repair than non-ammo based weapons, as ammo based weapon will already have a price tag via reload
- Likely there might be some small modifiers for fixed costs per individual mech or mech class or tonnage. This might be a way for easy balancing repair expense for the devs.
- There will be a base income in each battle, this might be small, but otherwise it could be very frustrating
- Income will depend on overall team performance as well as on individual performance (there might be a multitude of factors here, but I won’t discuss those here)
- Income will most likely be modified by winning or losing a match. You do want a reward, do you?
- Hopefully AFK mechs will be detected and (partly) excluded from earning money, or if AFK the complete game, will be blown up to create a big repair bill
- Overall income can be modified by premium account/founder mech and maybe other options (time will tell)
- If you have a low cost mech (low tonnage, lowtech and less equipment), it won’t cost you much to repair. Sure it will most probably be harder to earn cash with a low cost mech, but all in all it should be possible to earn money in a battle.
- Now let’s look at an assault mech. There is a lot more in it to be damaged and therefore the repair costs will automatically ramp up if you get damaged. That means you need to earn significantly more money to pay your bill. Also it helps to reduce the number of assault mechs involved if e.g. a medium mech is better in repair cost/battle income balance.
- Finally let’s look at some expensive tech. If you ramp up your mech with Lostech or maybe Clantech in the future. Those Parts will be way more expensive and therefore if they are damaged your repair costs will be significantly higher. This helps in terms of limiting hightech equipment due to repair cost.
- If you want to run an expensive mech (heavier mechs are more expensive, better equipment will be more expensive) you might run in the problem that your repair costs will be higher than your battle income. Especially true if you lose your match. Therefore if you want to play an expensive mech you need to have additional income, ether in the 50% Cbill boost by premium, maybe other ways to “buy repair/credits” or some lowcost mechs that produce better income/cost ratio to grind for Cbills.
- This system will be balanceable for the devs, especially if newer items (e.g. Lostech) starts to pull in, those will get a really high price tag, and maybe “old hightech” items will be reduced in price. This will also simulate the rarity of tech.
- Armor will be very important on most mechs, as they might probably be cheaper to repair than the system they protect. So economically it makes sense to put as much armor on your mech as possible.
- We might be seeing things, like first day win with a mech earns you extra credit. This provides extra flavor in mech variety and helps old mechs to be more needed and not to be sold (extra garage space won’t be for free ether I guess).
- The 25% credit bonus of the founder mechs are pretty good, as they exist live long. I guess we will see more possibilities to spend money on mechs with this kind of bonus (maybe less than 25%) in the future. My advice: Get thoese founder mechs if you know you will invest that kind of money in MWO anyway
- It might be unlikely that we see total destruction of mechs or ammo explosions that can destroy a lot of expensive systems. As this would ramp up the repair costs to a point, that most likely start to unbalance the income/expense and will get players frustrated. Nothing the devs and most players would like to see.
Best regards
Gori