Greetings,
Well, I been reading through a lot of this thread, and had some thoughts and ideas, I’m sure some will like it, and some wont. I don’t post often, usually only in topics that I think are worth supporting, and would enhance the game’s emersion. To bring the game out of it’s simple “first person shooter” role, and give it an element of chess like strategy (battling for planets and outposts etc.), a real player driven economy (auction house etc.), and a sense of importance where contributing to your faction, house, clan or group is concerned would be my goal. So…..
First, I have always been in favor of R&R/Salvage etc. If properly balanced with a consequence/reward system, R&R and salvage could be a very exhilarating dynamic to the game.
For R&R, I liked the previously mentioned idea of having R&R discounts for using faction correct mechs, and other discounts for items and configurations that are consistent with stock builds. The more you mod your mech, or bring it farther from a faction issued configuration, the more expensive it gets. This way, you have avenues to recover funds if you find yourself in a bind, yet rewards you if you if your get really good with a given non-faction custom mech. On the other side, I think you should be equally rewarded for playing a non-faction mech successfully, and contributing to your team/faction/clan/groups success. Last, non-faction mercs/groups need to have a fair balance that splits the difference. The idea isn’t to crush balls, it’s to encourage reasonably realistic builds in a player driven economy, with a few safety catches as well.
An idea for salvage mechanics on the battle field could be to have the freshly downed mech have a timer-marker, where the killing unit has x-seconds to reach and run over to the mech to claim salvage, then contributing team mates, for the next x-x-seconds, and finally anyone (either team) can run over and claim the savage (or lock the mech to protect owners goods?) after a pre-determined amount of time. If no one catches the mech by the end of the match, then the owner keeps the items if no team-lock mechanic is in place. This would encourage “smart” careful playing to avoid being killed, and encourage teams to protect downed mechs for their team mates, and add another layer of impromptu strategy to prevent the enemy from gaining goods. This would also be a good mechanic for releasing clan tech in to the population via my next idea. The mechanic could either be via “who killed it” or “who destroyed what component” – or some combo thereof. Maybe killers get chassis, and you claim what components you destroyed. – and yes, there should be repair costs on salvage since they would be “Damaged goods”.
In order to completely define a player driven economy, there should be an auction house where players can buy and sell unused/salvaged mechs and equipment. Most standard items could be bought and sold for C-Bills, and there should be safety catches, where new items bought straight from the game’s mechlab cannot be sold on the auction house until they were used x-amount of times, or acquired through salvage. Some of those items (sellable Hero mechs etc.) should be PGI controlled, and only sold for MC, where the buyer would spend MC to buy the item, and the seller would be paid in C-Bills. This would encourage players to buy MC, and provide PGI with a supplementary real income, while allowing buyers to acquire specialty items at reduced MC prices. A stripped Boar’s Head, or a custom build would go for whatever price the seller deemed reasonable, maybe some price caps? Maybe not. Last, maybe have a quick exchange window after each round, where players can hang out and trade/swap or hand over salvaged items to team mates after each match. If a team successfully protected a downed mech, or salvaged the team mates items to protect them, then they can hand them back here.
Well, true, this creates a condition where one potentially losses expensive items, and could find themselves in a financial hole, so how then to prevent or mitigate this effect and keep the game fun and enjoyable? We don’t want to discourage new players from joining MWO, and we don’t want seasoned players crashing out, getting pissed and leaving the game. So, I suggest that items/chassis lost via salve are available at greatly reduced prices during the R&R phase, and that certain bonuses be put in place to recoup some/most/all of the losses to at least break even. If you lost your items during battle, then you should be able to afford to replace it battle to battle, but you would likely get little to no earnings if you lost allot. Maybe have the item retained by the losing player, and the salvager gets a repairable piece, or has to get the same item X-times before his/her item is complete (so we dont actually lose the item - just repair it).
Some final thoughts.
Maybe have Chassis buyable/sellable in the Auction House, but not be able to salvage whole chassis on the battle field – thus the losing player only has to recoup item losses and never lose a chassis. I know I’d be pissed to lose my favorite chassis to some schmuck.
Maybe have salvage via some incremental system, where you have to claim the same item X- times before you have the “parts” to put a whole one together – thus the losing player keeps his weapon, and only has to repair, a similar mechanic could be applied to chassis. (added to above as well - since i like this idea better than my first idea).
Maybe have an “insurance option” instead, where you pay a fee each battle, and this prevents the loss of items and/or chassis. This would have to be a voluntary C-Bill fee each round levied against your earnings or bank.
Maybe have a section of the auction house where members of the same faction/clan/group can buy sell trade or give away items/chassis in order to self mitigate losses across those lines.
Have some sort of trade/sell/give window available between two players of same faction.
Have a better chat room/social lobby environment where people can hang out, create private or public rooms, go in to each other’s rooms and present challenges, propose battles, or discuss their battle plans, alliances etc. (Who remember MW2 and Mplayer [m-pig] from the late 1990’s ? – I was Freebrth there too BTW). This way even PUGgers could gather a group up, make a game plan, and drop as a team with a semblence of order, thus making the pug option(s) even more fun and dynamic.
So, anyways, I just wanted to give my two cents here. I actually like most of what I read in support of the R&R idea etc. and I’d love to see MWO really flourish in to a dynamic CW environment with “FUN” consequence and rewards that can be earned and acquired by something other than grinding three similar chassis to death. I understand PGI is here to make money, and thus, something in this whole dynamic should make it encouraging, yet worth it to spend a little money here and there, giving the players satisfaction, and supporting PGI’s ability to give us a great game. We also have to consider that the economics of the game not be too discouraging, so as not to lose players, and to entice new players to join. It's all about balance - real balance, not ""Balance"" as is sometimes the case.
Peace,
(through superior firepower of course)
Freebrth.
Edited by Freebrth, 30 July 2014 - 11:45 AM.