I think repair and rearm is a good concept however ... a few things.
1) Repair and Rearm flat out will not work for pug matches. Simply because there is no incentive to cooperate if those who contribute more take more damage or have to spend more on ammo. Close beta has shown people will run with no armor, no weapons, or be a flat out be a detriment to the team play style wise, if they can avoid repair cost but still somehow win (freeloading).
This can be solved by having these people join (house factions or local militai), whom simplify the payment method into a set amount of income per match with no repairs to give them no reason to freeload.
2) Repair and rearm would work for 100% pure (merc corp) team play ... if profits were paid to the merc corp, and repairs were deducted to the merc corp, then distributions of the difference, everyone would be treated equally.
Freeloaders would be taken care of internally 1) because there is no point due to equal distributions)
2) because they would be kicked out.
3) Salvaging whole mechs or lose mechs flat out wont work for this game model. If merc corps had an inventory system, then maybe salvage in the form of parts + cbills could work. The extra parts being a sort of flair to the base c-bill aspects. The simplified (house factions) would simple not have a storage, paying only a simplified income.
Mainly it all comes down to setting up two methods of reward systems.
1) A simplified reward system with no negative or positives for casual players. (house units or unaffiliated local militia)
2) A complex reward system with both negatives and positives for organized (merc groups)
3) - the big win big lose (pirate groups) that will always be a dream
Edited by ManDaisy, 26 July 2014 - 10:29 PM.