Ammo And Repair Costs
#1
Posted 22 September 2014 - 11:05 AM
Even though I'm a founder, I didn't start playing until a couple weeks ago when the Dire Wolf was released. (Good thing I did, the anniversary specials are awesome). Anyhow, from some reading on the forums I understand at one time the game included ammo and repair costs. Is that true? If so, how extreme were they? I'd be interested to know. Also, why did they end it?
Thanks for the education.
#2
Posted 22 September 2014 - 11:12 AM
Edited by RussianWolf, 22 September 2014 - 11:25 AM.
#3
Posted 22 September 2014 - 11:14 AM
It didn't go very well. Things like XL engines, ferrous, and endo were expensive to repair. Also ammo wasn't terribly cheap either.
If you won and lived, everything was fine.
If you lost and lived, you might barely come out or break even.
If you lost and died, you would loose money.
Now, using a hero mech or buying premium time helped, but if you played without those things, you would never make any C-bills. The average W/L is 50%/50%, so it really made it impossible to save money.
They could have made it cheaper to R&R, but that meant winners, who lived, had a hero mech, and premium time would make way too much money while a new player barely scraped by. It came across as very P2W.
So basically they discontinued R&R and cut the C-Bill earnings down to try and establish a descent grind for everyone.
That is where we are now.
#4
Posted 22 September 2014 - 11:28 AM
#5
Posted 22 September 2014 - 11:30 AM
New players would have a struggle getting started and quickly lose interest in the game. It would also encourage people to turtle up and camp even more.
Edited by DarthPeanut, 22 September 2014 - 11:30 AM.
#6
Posted 22 September 2014 - 11:30 AM
#7
Posted 22 September 2014 - 11:34 AM
Earnings now are a grind, but nowhere near the low point it was with R&R.
#9
Posted 22 September 2014 - 11:43 AM
#10
Posted 22 September 2014 - 11:49 AM
#11
Posted 22 September 2014 - 11:49 AM
#12
Posted 22 September 2014 - 11:51 AM
RussianWolf, on 22 September 2014 - 11:49 AM, said:
Yeah, but now we have mech modules, weapon modules, and double efficiencies that give owned mechs a monumental advantage over trials, regardless.
#13
Posted 22 September 2014 - 11:53 AM
ammo also gave you 50% of your reload for free/automatically, so people would load twice as much ammo as they wanted and rely on the minimal auto reload to get by.
Now imagine your whole team is comprised of players with minimum reloads and minimum repairs and no upgrades/expensive tech.
It was disproportional to weapon systems and player's wallets. if you were broke you had to run energy weapons, if you had a Catapult A1 and could only use ammo you had to load twice as much and lean on the mimimum reload, and generally you couldn't earn enough c-bills without gaming the system in some way. if you had mechs and mc you didn't need c-bills as much.
#14
Posted 22 September 2014 - 11:54 AM
If anything, that just showed how broken the whole system was as implemented. Besides encouraging actions that were borderline griefing, such as suiciding with unrepaired mechs, etc.
It wasn't pretty. RnR might've worked far better if it forced people to fully rearm and repair and had sane costs for ammunition, especially Artemis and Streaks. As it was, it was painful. Not really a joke to say that one of my best money makers was a K2 Catapult with just lasers, endo-steel chassis (it was actually cheap to repair), standard armor and standard engine. Common denominator? Bloody cheap to repair, no ammo required.
I still have it these days, except now I have it with 2 ER Larges and 2 Larges instead for the 2 Larges, 2 Mediums I used to have. Not sure off-hand what I did to make it so. Might've XL'ed it.
#15
Posted 22 September 2014 - 12:01 PM
#16
Posted 22 September 2014 - 12:06 PM
Dorion, on 22 September 2014 - 11:05 AM, said:
Even though I'm a founder, I didn't start playing until a couple weeks ago when the Dire Wolf was released. (Good thing I did, the anniversary specials are awesome). Anyhow, from some reading on the forums I understand at one time the game included ammo and repair costs. Is that true? If so, how extreme were they? I'd be interested to know. Also, why did they end it?
Thanks for the education.
Well, the typical Commando of a 1 TAG, 2 LRM-5 + ammo with a modestly sized standard or XL engine cost about 18,000 to 36,000 to repair. The XL engine didn't put much sway against destruction costs because other costs were lighter as a result of a quick death, though the standard engine version of the same build typically made more money; the extra damage however would make the costs about the same either way.
At the time because rewards would repeat, and didn't require actual hits on the enemy only firing with locks, TAG/NARC and spotting rewards would stack and at a given time when the entire team had LRMs you could easily pick up 60,000 in a few seconds of spotting/tagging. Granted you had to get within 450 meters. Casually standing behind an enemy force and tagging them quietly was about the best way to go, fire every now and then to add more cash to the basket.
Most I ever made in one match (with premium time) was 3 million cbills.
The typical Atlas would have costs in the 80,000 range, typically. Those that really got into the fight might be losing about 200,000. XL engine? You could easily be looking at between 4 and 500,000 if you did NOT have CASE installed on both side torsos (or died by CT). Thankfully most people aimed for the cockpits, keeping your costs low. That's counting repairs and rearm at 100% rearm.
Atlases typically made between 180,000 to 400,000 per match. Most I ever earned was 518,000. My repair bill was quite low, the ammo bill was about 100,000 because I had entirely ammo based weaponry.
The kind of combat that was prevalent at the time and for a brief while after. Notice the ARM-aiming? That was the ONLY way to get pinpoint aiming back then, and even then there was delayed convergence. Pinpoint did not exist. Poptarting was virtually useless. And mechs lived for an incredible amount of time.
In this fight, I fight as if we still had repair and rearm. Chain fired lasers and all. But that age passed and I'm just a relic.
Clan mechs would be far harder to run than IS mechs.
-----------
Now, R&R in Battletech is harsh time-wise, but it isn't anywhere near as bad as MWO was in actual costs. I believe the system could have worked with an overhaul -- and most importantly Community Warfare.
As the original design was, it worked great up until the multi-earned rewards stopped. Once all rewards became one time, it became far too expensive. The 80% free ammo created exploits that began the first MASS BOATING OF ALL THE WEAPONS...soon leading to all the boating we have seen ever since.
Scouting died when rewards changed to one time deliveries, and rewards for capturing the base were removed. Everything shifted to kills and damage, must get kills and damage to make any money. Even after R&R got removed, the game has sunken into that mentality ever since.
#17
Posted 22 September 2014 - 12:08 PM
You people. R&R wasn't that bad. You could easily make money even not in 8-man groups just PuGging. You couldn't run the most expensive mech out there with tons of ammo that blew up and every upgrade imaginable and lose most of your games and make money and that had people whining to no end.
#18
Posted 22 September 2014 - 12:09 PM
Ritterzero, on 22 September 2014 - 12:01 PM, said:
I've seen Atlases that start with a leg or arm missing, and still turned the entire tide of the battle as one of the winning units that did the most damage. Sometimes you just can't afford repairs. That's one of the niceties of the system, you'd run your mediums/lights to make plenty of extra money and use that to make up the difference. Unfortunately, some people only wanted to run assaults and it bit them harshly in the wallet.
#19
Posted 22 September 2014 - 12:09 PM
I hope we get a new version of R&R with Community Warfare.
#istillbelieve
#20
Posted 22 September 2014 - 12:11 PM
Mercules, on 22 September 2014 - 12:08 PM, said:
You people. R&R wasn't that bad. You could easily make money even not in 8-man groups just PuGging. You couldn't run the most expensive mech out there with tons of ammo that blew up and every upgrade imaginable and lose most of your games and make money and that had people whining to no end.
Indeed. Back then with and without premium time, I could get a new mech every day. Earn 2 million in this match. Run an Atlas, make about 200,000 profit. Jump in the Jenner, earn about a million and a half, jump in an Awesome die instantly and lose money, jump in a Hunchback and make about 400,000.. Just on and off.
Of course there were times when something would go wrong, and well setbacks do happen. But it was great being able to run a Hunchback at 64.8 kph and take on two Atlases and last a while before dying. Sadly fights like that are the ones that take more than you might have earned.
What people really hated were the matches that ended without a fight at all; it meant big bucks for the winners and nothing at all for the losers (who already spent money on weapon fire and needed some repairs). That's where people REALLY hated R&R. Someone captures a base, and bam, you got nothing. And if you got killed? Time to flip the table!
Though, this quickly taught people that defending the base was VERY important. So leaving one Atlas or Heavy at the base? Very damn good idea!
Edited by Koniving, 22 September 2014 - 12:15 PM.
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