Hi all,
I guess it is just about time to have a good discussion on R&R. :-) Having nothing better to do this fine Sunday, I guess I'll wade into these deep waters once again.
To begin with, I fully supported removal of R&R with the game being an endless series of fairly pointless death-matches. I supported removal for the reasons others have very ably stated, and permit me to recap what I find the most salient:
1) It created a perverse paradigm wherein maximizing profit implied playing in ways destined to hurt the team, particularly once your team was at a slight disadvantage. Illustrated by: get yourself cored quickly, do not spread damage, do not try to survive as long as possible, etc, etc.
2) It penalized the use of specific weapon systems (ballistics, missiles) as opposed to energy based systems. In a first person shooter game where, in theory, each system is designed to be balanced against each other
without taking into account R&R. Missiles and ballistics, under an effective rearm cost paradigm would have to be "better" than energy to justify their use.
3) It creates a potential for P2W advantages (endless supply of c-bills to defeat the R&R consequences).
In gist, introducing R&R in any way, shape, and form in a game that consists of endless context-free death-matches makes no sense. It does not add anything meaningful to the game.
Turning then to the possibility of adding R&R into the CW side of the game, and the discussion begins to be more interesting from my perspective. To make myself abundantly clear, the only possibility I see of incorporating R&R is via CW, and in a very limited sense that has very little to do with OP's suggestion.
The TL;DR version of my suggestion is to keep R&R as a measure of accounting for Unit level bonuses and payouts in CW. Not per mission-drop, but as part of an overall contract between the merc group and a particular House; and as a measure of house loyalist unit bonuses as well.
Wall of text warning; details below.
In CW, I believe that we need at least two levels of payouts: one that is paid out per combat drop to each pilot, and bonuses that are paid out directly to the Unit as a whole. When a merc group pilot enters the CW interface, he will see standing orders and the current contract that the unit has signed with a particular House. For example, Smith's Irregulars working for the FRR has signed a 500 combat drop contract; with a series of conditions:
1) Complete a minimum of 500 combat missions on behalf of the FRR. Bonuses for finishing the 500 before X deadline, on a sliding scale.
2) The FRR will cover repair and ammunition up to X% (according to the contract the CO negotiated with the House AI). The higher X% is, the lower the overall completion bonus above. For example, perhaps a 100% coverage clause would reduce the potential bonus to 20%, paid out to the unit. Please note that this has ZERO impact on what is earned by individual pilots.
3) When a pilot for Smith's Irregular's logs in he checks to see the current contract terms, and standing orders as to where to run missions at. He checks the mission jobs-board at the key fronts identified in his standing orders left by his CO, and selects the best paying missions available. These payouts affect only his personal income.
4) After completing the mission, repair and rearm costs are calculated and are taken out of the merc unit coffers according to the contract signed with the FRR (the X% referenced previously). The individual player does not pay this cost. However, the player is informed of these costs as well as his direct payout and other earnings (per kills, salvage, etc).
5) When the contract is fulfilled, the CO gets a report from the House AI detailing the final payout made to the merc unit coffers under the contract he signed: Average R&R cost per drop, total costs deducted according to the percentage he negotiated at the start, and then the credit of the final bonus for completing the mission.
Some further details: I believe that R&R is an important concept in CW, particularly because it links in with the concept of supply-lines and deep raids that I hope will be possible in the CW map. In brief, I am in favor of a hardcore CW mode that takes into account whether one is operating within a supply-line, or outside of it. A raid deep into enemy territory (a very high payout mission possibility in the merc jobs-board idea mentioned previously) should have special risks, as the costs for R&R would be higher operating far from the front-lines. This would be one of the key things in running a successful merc outfit: balancing risks and rewards at the unit level.
Keeping R&R at the unit level also eliminates the P2W concerns as I propose there will be no way to inject funds into the coffers of a merc group once established except by contract mission bonuses.
Edited by Kyrie, 27 July 2014 - 11:17 AM.