Captured Battlemechs
#21
Posted 26 June 2012 - 07:26 AM
#22
Posted 26 June 2012 - 08:28 AM
#23
Posted 26 June 2012 - 08:39 AM
#24
Posted 26 June 2012 - 08:48 AM
Liberty, on 26 June 2012 - 12:54 AM, said:
This part should be kept simple. Spend the c-bills to make repairs, this is the fair thing to do. Or maybe optional games that include throwing in the pink slips. (wager matches)
#25
Posted 26 June 2012 - 08:49 AM
Tovran, on 26 June 2012 - 08:39 AM, said:
This is incorrect. While Multiplayer Battletech (the GEnie game) didn't have salvage, plenty of MUSH and MUX had a full salvage system, and had considerably larger player counts per engagement. They were completely PvP games. Salvage makes a lot more sense in a PvP game than it does in a PvE game, where you can justify that the player is some super-human who has unlimited resources.
A good PvP game would have salvage. There would be a fixed amount of resources that would be balanced based on the current economy, and people would be rewarded and penalized for their success and failures based on the system.
PGI though is too concerned about the F2P model. They can't sell mech chassis and goods and maintain a system of limited resources to casual players who just want to buy a mech, drop in and blast a few people, then go home. MWO wasn't designed as a good PvP game first. It's designed to be a casual friendly game where RL cash can be used to augment time or ability. I'm not saying this in a derogatory way. PvP is in the back seat compared to making $$$ and making the game accessible. Most games are now adays because making minimum wage for your efforts is not high on anyone's list.
MU** were the true F2P games. They were free. Maybe you donated occasionally, but the game was completely free, (beyond being beholden to the whims of the devs). As a result, you had much better games designs (even if generally shrouded in a pretty terrible UI), because they weren't a combination of compromises between the game and sleeping on the couch when you come home without a paycheck again.
Edited by Wraeththix Constantine, 26 June 2012 - 09:30 AM.
#26
Posted 26 June 2012 - 09:02 AM
Now, the option for salvaging specific parts of other 'mechs is easier, and makes more sense. I think I remember reading in one of the TT books about ho some units were given orders to try to blow arms off certain 'mechs in hopes of their salvage crews being able to pick up an intact weapon. Of course, you can only salvage equipment if you win the battle....
#27
Posted 26 June 2012 - 09:07 AM
#28
Posted 26 June 2012 - 09:07 AM
Zalikar, on 26 June 2012 - 09:02 AM, said:
All mechs can be re-synched by any mech tech and some gear. there's a description of it in the original MechWarrior book (that being the BT RPG, not the CG game that came after). It just takes time. What you can't do is just jump into a mech and drive away with it. If that wasn't the case, most IS mechs would have become useless during the 1st succession war.
Edited by Wraeththix Constantine, 26 June 2012 - 09:08 AM.
#29
Posted 26 June 2012 - 09:09 AM
#30
Posted 26 June 2012 - 09:24 AM
#31
Posted 26 June 2012 - 09:31 AM
#32
Posted 26 June 2012 - 09:33 AM
Just an idea.
#33
Posted 26 June 2012 - 09:39 AM
#34
Posted 26 June 2012 - 09:42 AM
Wraeththix Constantine, on 26 June 2012 - 08:49 AM, said:
You are wrong. While Multiplayer Battletech (the GEnie game) didn't have salvage, plenty of MUSH and MUX had a full salvage system, and had considerably larger player counts per engagement. They were completely PvP games. Salvage makes a lot more sense in a PvP game than it does in a PvE game, where you can justify that the player is some super-human who has unlimited resources.
A good PvP game WOULD have salvage. There would be a fixed amount of resources that would be balanced based on the current economy, and people would be rewarded and penalized for their success and failures based on the system.
PGI though is too concerned about the F2P model. They can't sell mech chassis and goods and maintain a system of limited resources to casual players who just want to buy a mech, drop in and blast a few people, then go home. MWO wasn't designed as a good PvP game first. It's designed to be a casual friendly game where RL cash can be used to augment time or ability. I'm not saying this in a derogatory way, it's just that's the design. PvP is in the back seat compared to making $$$ and making the game accessible.
I don't think MUSHs or MUXs are generally on the same scale as MWO especially in development costs. Certain considerations do have to be made based on that fact. I was speaking more to games like MW 3, MW 4 etc though, but you are technically correct. The best kind of correct!
#35
Posted 26 June 2012 - 09:46 AM
Doesn't work that way.
#36
Posted 26 June 2012 - 09:51 AM
Tovran, on 26 June 2012 - 09:42 AM, said:
Definitely true. Though having spent a lot of time working on the LP Mudlib, I can tell you that the amount of hours coded in the MUX lib is pretty high, If you attempted to pay normal wages for those contributors, you would be looking at a hefty sum. What they didn't have was marketing expenses, or licensing fees for other libraries (like the graphics engine) and most ran on school servers where the school either didn't know, or turned a blind eye to it.
I'm not naive enough (though possibly close) to assume that a big box game can compete with the design principles of free labors of love. What I'm trying to say though is, I think it's fair to be honest about things. I won't fault PGI for attempting to make money on it, it's just it's easier to swallow if everyone's out in the open about what they're doing. By coming out and saying "We aren't adding in this complexity to the system because it makes for a better game," I don't believe that to be true. It makes the game viable, but that doesn't make it better. It's like all the advertising and merchandising that goes along with modern professional sports (especially here in the US).
#37
Posted 26 June 2012 - 09:53 AM
Wraeththix Constantine, on 26 June 2012 - 08:49 AM, said:
This is incorrect. While Multiplayer Battletech (the GEnie game) didn't have salvage, plenty of MUSH and MUX had a full salvage system, and had considerably larger player counts per engagement. They were completely PvP games. Salvage makes a lot more sense in a PvP game than it does in a PvE game, where you can justify that the player is some super-human who has unlimited resources.
A good PvP game would have salvage. There would be a fixed amount of resources that would be balanced based on the current economy, and people would be rewarded and penalized for their success and failures based on the system.
PGI though is too concerned about the F2P model. They can't sell mech chassis and goods and maintain a system of limited resources to casual players who just want to buy a mech, drop in and blast a few people, then go home. MWO wasn't designed as a good PvP game first. It's designed to be a casual friendly game where RL cash can be used to augment time or ability. I'm not saying this in a derogatory way. PvP is in the back seat compared to making $$$ and making the game accessible. Most games are now adays because making minimum wage for your efforts is not high on anyone's list.
MU** were the true F2P games. They were free. Maybe you donated occasionally, but the game was completely free, (beyond being beholden to the whims of the devs). As a result, you had much better games designs (even if generally shrouded in a pretty terrible UI), because they weren't a combination of compromises between the game and sleeping on the couch when you come home without a paycheck again.
Salvage doesn't make sense for soldiers fighting for their faction.
If anything, it is sent back to the engineers and support staff. To think that a regular line mechwarrior or even officer has his own little stash of advanced tech or loot from the battlefield is a bit silly.
Most missions against the enemy are raiding missions where you grab what you can from the enemies supplies and defenders and get off world ASAP. Needless to say, your units chance of keeping this material is slim.
I know we can gain rank within our factions, but that is more of a gamey measurement of your success in the game.
The C-Bill reward represents everything from combat pay to salvage from the field. I don't see the need for salvage since the items we gain are never destroyed.
Including an after match account of components you destroyed or chassis you melted with what you get as a C-bill bonus would be fine. Adding it to your inventory....again, not really needed in the scope this game is trying to portray.
Edited by PANZERBUNNY, 26 June 2012 - 09:55 AM.
#38
Posted 26 June 2012 - 09:57 AM
#39
Posted 26 June 2012 - 09:59 AM
PANZERBUNNY, on 26 June 2012 - 09:53 AM, said:
If you want to go down that path, technically you wouldn't have any control over anything you do. You get assigned a mech and that's what you pilot, baring you being pretty high in your factional rank. You could not change your mech. You wouldn't be earning the massive c-bills we will be getting for our match to buy gear. You are just a cog in the machine if you will.
And yes, I have actually played a BT game where it worked that way. Rank was determined by promotion and voting. Gear was held by the faction, and distributed as needed. All salvage went into the global pool. It was pretty fun. The people who didn't want to submit to that system were mercs. It worked great.
#40
Posted 26 June 2012 - 10:14 AM
Bluten, on 26 June 2012 - 09:39 AM, said:
The Clan invasion is going to happen. There's no avoiding it. As for IS tech being worthless... I've always been partial to C3 Computers and slaves, melee weapons (if they are included later), MRMs and Rocket Launchers. A way to jury-rig Clan equipment onto an IS 'Mech will hopefully be possible, perhaps at a cost, be it C-bills or performance of the equipment.
Hopefully it will happen.
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