Sandpit, on 26 July 2014 - 10:18 AM, said:
So, in the course of another thread this idea was kicked around. I don't take full credit for it as many others have suggested similar over the years and I've just kind of combined them all and refined it a bit.
Let's start with R&R:
Put R&R fees back into the game. I know I know, but sand, we already don't earn much! Well I disagree with that but I understand some feel that way so, in order to counter that, you boost earnings slightly and reduce the R&R fees a bit.
You MUST R&R your mech. I've always thought it was a bit silly that you stomp around, fire of 5 tons of ammo, and don't have to reload that ammo or buy new ammo. Now, stock mechs in stock loadouts wouldn't have to pay for reloads and cadets wouldn't pay for reload and repair. That would prevent new players from getting "hurt" by something digging into their rewards so they can still have all their cash when they "graduate".
Stock mechs don't pay for R&R (if you want fluff for this then explain it as your faction absorbs the cost of that because it's a standard military issue unit, once you start customizing you're paying for it out of pocket, this also helps new players and players trying to save money for new mechs as well as helps justify seeing stock mechs on the field.) Now I realize at the higher Elo brackets that this becomes pretty much a non-factor because they've generally got a stockpile of cash and mechs anyhow, but those players aren't going to be playing against new(er) players still trying to build a hangar.
But why R&R?
Well I'm glad you asked. R&R is essential for adding in an economy that has both rewards and consequences. It has a far reaching implications across other aspects of the game as well. Want to run the LRM boat and spam missiles for 15 minutes burning through 10 tons of ammo? Go for it, but your'e going to have to pay for that ammo.
Want to run that poptart? Hey, that's great too! You're going to have to pay for all that ammo you're shooting downrange though. It doesn't limit what you can take but it does make you think before you just needlessly click that fire button every time you get a 2 second lock or a quick glimpse at a poptart target.
It also adds in something that's sorely needed here. An actual economy. Right now the only thing to spend cbills on are mechs and modules and skills. That means players who have a "set" mech and/or loadout they play almost exclusively, they are not actually spending those cbills which means they're stockpiling.
Now I understand that many are going to say "Stockpiling isn't bad" and I agree to an extent BUT this is where you run into long-term issues. Those players with stockpiles of tens and hundreds of millions of cbills have the ability already (before it's even implemented) to create major imbalances in the economy.
Techs:
Here's another cost associated with R&R as well as refitting a custom design. Techs would be two-fold. They create another sink but also provide bonuses to R&R and Salvage (which I'll cover here momentarily) bonuses after the initial investment is made. No players would be required to have techs but investing the cash up front for techs would pay out dividends in their bonuses.
Techs would be similar to modules. Except you don't "buy" them, you "hire" them for xx matches. Different levels of techs would offer different levels of bonuses.
Green = 10% bonus to salvage, -10% to R&R fees
Regular = 15% bonus
Advanced = 20% bonus
Elite = 25% bonus
Now all of these numbers are purely for example purposes and I'm sure would need to be adjusted. To further diversify have techs broke down into classes. A "light" tech would be able to keep your hangar running but you wouldn't get the R&R bonuses, although you would still get the salvage bonus.
The initial cost for techs would be cbills & xp although you can offer the option to buy them for MC as well (similar to the way arty and such have an MC version).
Salvage:
Here's where things really get interesting. Instead of the current salvage system we have, we need it to be shifted to an actual salvage system. Instead of receiving cbills for salvage, players have a % chance to actually salvage equipment. Component destruction = more chances to salvage and the techs also add a % to salvage as well. Players could then choose to keep the salvaged item or sell it back for the regular "used" item price.
Everyone would have a salvage chance but the techs, component destruction, and such would increase the chances of getting it.
These 3 things would add a lot of depth and immersion to the game and introduce the start of an actual economy for the game.
I've been thinking a long time about how I'd improve this aspect of the game, and you're ideas aren't wildly off mine.
I wanted to link mechs to a faction, whether merc company or great house or clan doesn't matter. You're running a mech for someone and own them some loyalty. You're mech comes stock, but over time you earn indentured servants or pay to hire technicians of all sorts.
Electronics, myomer, skeletal, armor, weapons, logistics, salvage, pilots. Each one costs you something, but provides benefits.
The base game has RnR, but as you suggest stock mechs are covered by your boss, everything else COSTS serious cash. EVERYTHING can be destroyed, including your mech, which will slowly degrade(don't worry you get a new one from your boss, but it start's stock).
Your techs all help cheapen the deal: better salvage, expertise in modifying weapons, customizing mechs (changing out AC 5 for an AC2), upgrades (FF/Endo/ect), tuning XL engines (which should have a much higher base maintenance cost as well). ect. ect. ect.
Each tech get's a skill tree and you can earn XP for them, and specialize them as you go. They can work Faster, Cheaper, or do higher Quality work: pick 2 by the time they're full skill.
Mechs that are damaged take time for repairs (you can always go take out one of your bosses "stock" mechs) and the more customizations the longer the down time. The customizations all can be repaired or fixed poorly (leaving those components with fewer internal HP, making them easier to critically hit and start the cycle over). Finally, each customization costs cold hard cash out of your pocket, and some techs are just better at doing things more cheaply.
Add logistics officers are better at salvage, and that factions might allow you to win or purchase permits to offset some customizations or upgrades if you have enough rank and properly trained technicians to maintain the gear.
I LOVE the idea of a full salvage system. Want an AC20, but can't afford it? Start aiming for AC20 components on mechs.
I wanted the idea that mechs get beaten up. Mechs themselves will take in XP and have a skill trees that do things like help keep them from being destroyed, allow module slots (each added to various components... stable gyros is upgrade to the main gyro, hill climb is a leg upgrade, advanced sensors on main sensor, ect...) In addition they'd have a survivability tree, that slows down the deterioration of the mech. They'd also have a "Fame" tree that provides the mech with bonuses to a final rating on death.
I wanted to make mechs and pilot deaths happen, but not be totally sad face for players. Their mech dies... it's XP (which caps) gets spread to all your other mechs (small boost to all, or if you're new big boost to a few). You get a new stock mech. Your techs allow you to customize it again as you wish. You mech, upon death, also gets a rating for it's lifetime of service. If it's high enough your mech gets listed as a "legendary" mech on the website. So you have a way to earn fame here. That "fame" tree would be third tree for a mech. Boosts to the legend score of the mech at it's death. Much like techs would have 3 trees of skills (Quality/Speed/Cost) Mechs have 3 trees (Module slots/Survivability (again only before death not in a match)/ and Fame) pick 2.
Pilots work in the same way: Survivability (keeps them alive longer) / Fame (score boosts) / Fighting skills (probably broken down several paths). Pick 2 Like mechs Pilots die, XP gets spread to other pilots, or perhaps to techs and pilots, and the dead pilot's score goes to a leader board. If a mech and a pilot invest in Fame and only work together, their scores will add partially to the one that goes, or fully if they go together.
This would provide an economy, a leader board that's not based purely on KDR and is very much in line with a "casual" game, serious depth of play in the mech lab with consequences in matches, and a much greater sense of setting.
All told I love your ideas, I'm happy someone else has been thinking about things like this. I do want to note, that these ideas are part of my "What would I like to play" fantasy time, and I don't it would ever be taken seriously.
Edited by Prezimonto, 28 July 2014 - 08:58 AM.