Concept: Divide The Server Into Two Realms (KEEP READING PLEASE!!!)
Mode: Casual Universe.
Hardcore Universe;
Casual Universe:
Features:
* Cannot Lose mech in battle
* Items cannot be perminently destroyed
* Loss of a leg will cause the mech to hobble and not fall, disables running
* Cockpit being destroyed does not result in mech being destroyed, only targeting system being destroyed.
* Gyro being destroyed "See leg"
* Items reduced to 0 durability cannot be used until restored.
0/0 scrap 0/25 needs repair. 1/25 usable.
* Mech maintinance c-bill fees
* Early Product Advantage - Danger of becoming finished product disadvantage
Hardcore Universe:
Features:
* Mechs can be lost in battle, (also salvaged by enemies)
* Items, parts, engine, anything can be perminetly destroyed
* Loss of legs results in prone mech,with ablility to stand, but also mech greater chance to fall again and take damage, Unable to move.
* Gyro being destroyed, results in fall, and much greater chance to fall. Walking , running, jumping risk falling.
* Breaking Damage threshold, also certain weapons, have a chance of making the mech fall. Fall chance becomes greater with damaged leg or gyro.
* Items reduced to 0 durability are destroyed, or converted to "Scrap"
0/0 durability *destroyed* 0/25 durability, Also destroyed. 1/25 durability. usuable.
pay for repairs or risk losing it!
* repairing an item "ALWAYS" reduces max durability" thanks jorgen
* higher - Mech maintinance c-bill fees
* higher ammo cost
* Disadvantage of longer coding time.
Advantages of having both:
Casual mode: Caters to majority of players, who once they pay for something never want to lose it. If someones buys a mech with a direct transaction instead of c-bills then they will be sure as hell ****** if they lose it, also weapons items etc.
Hardcore mode; Caters to die hard fans. Fixes problem of C-bill eventual inflation , that occures in most mmos without and exit money plan. Also those who send money on mechs also dont mind having the risk of losing it, thus generating a higher purchase rate.
Item Quality system and market depth:
Lower quality items have less starting durability,thus they are reduced to 0 at a higher rate. Markets can be made specifically for "used parts" specializing if it breaks I buy a new one practices.
Higher quality items, will have a higher durability to start and thus last longer. Depending on durability, items may have bonus to damage or suffer a penalty.
Special items, may also have a mid range durability, but higher output.
Newbie Items may have a vastly larger durability, but lower output.
Call me a masocist. Who doesnt care to spell right.
Edited by ManDaisy, 22 November 2011 - 07:07 PM.