Jump to content

Dynamic Prices - supply/demand economics in mech lab?


12 replies to this topic

#1 RoyalWave

    Member

  • PipPipPipPipPipPip
  • 375 posts

Posted 30 June 2012 - 06:15 PM

Quote

Will parts be purchased automatically and freely available, or will players need to purchase them from a "parts market" which may have, for instance, fluctuating prices or availability depending on what the other players within the game are buying? –Dihm


Saw this idea in a Q&A. Thought it was kind of interesting, although very unlikely to be in the game. Would be interesting to see "high demand" mechs cost more to repair and stuff that's underused becoming cheaper. It could be limited to something like 20% max fluctuation, so a 100,000 repair on the most popular chassis would become 120,000 while something less used would be 100,000 -> 80,000. Giving you a bonus for riding the unpopular mechs.

It wouldn't stop flavor of the months or popular chassis but it would give a little extra to players using less optimal chassis etc. It's not something I expect to see, but wanted to see what people thought.

#2 Dracol

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Steadfast
  • The Steadfast
  • 2,539 posts
  • LocationSW Florida

Posted 30 June 2012 - 06:22 PM

Interesting concept and one I would support. Also, if it applied to weapons it would bring different builds out. Would be harder to plan ahead. Equipment like sensor packages, imo, would need to be exempt. They are to crucial to the role warfare pillar.

#3 SinnerX

    Member

  • PipPipPipPipPipPip
  • 342 posts
  • LocationIndiana

Posted 30 June 2012 - 06:42 PM

I think this could be a terrible idea if it's not implemented correctly. Things generally become overused because they're seen as superior, either due to raw stats or ease of use. The only people it's really going to affect newer players who either haven't built up enough funds, or didn't jump on the bandwagon soon enough. I could see newbies getting discouraged if the public perception is that large lasers are OP, but they can't afford them due to some sort of price gouging mechanic.

Edit: Just to clarify, I'm not saying it's a bad idea, just that it'd be difficult to balance.

Edited by SinnerX, 30 June 2012 - 06:43 PM.


#4 Zarkus

    Member

  • PipPipPipPipPip
  • 108 posts
  • LocationDallas

Posted 30 June 2012 - 06:57 PM

Along these lines, I was hoping there would be a supply element behind component prices, beyond simple demand. If missions are contracted from house entities, planets where components or 'mechs are manufactured would be strategic targets. Players would be contracted for both sides of the engagement, making the engagement have actual stakes at risk beyond the simple win/loss for the players involved.

Along this path, campaigns can be constructed by the devs, and suddenly there's story underpinning everything.

#5 Wildcat

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,265 posts
  • LocationAustralia

Posted 30 June 2012 - 08:10 PM

if done right, could be a very interesting thing to deal with... Pretty sure some of the other games had Supply and Demand issues, or maybe im just thinking of Mechwarrior 1... havent played that in like 20 or so years lol

When we get around to PvE I think Supply and Demand will be needed... as battles rage in one area Equipment will be need to support that Battle/War Against the Clanners or what ever ect...


I could also see players using their Dropships as Freighters for their Corp, ferrying Equipment from one place to another, to help beat Supply and Demand...

Many Possibilities...

#6 00seven

    Member

  • PipPipPip
  • 74 posts
  • LocationNC

Posted 30 June 2012 - 08:22 PM

This could be an interesting slant on it.
Keeping it slightly varied. Peaks or depressions in supply or pricing could match a story arch, or create them as Zakus mentioned above, or player performance. You'd not want it to be extreme.

#7 HybridTheory

    Member

  • PipPipPipPipPipPip
  • The Defiant
  • The Defiant
  • 281 posts
  • Twitch: Link
  • LocationBC, Canada

Posted 30 June 2012 - 08:28 PM

Maybe not based on use, but period sales on certain items, or, shortages wouldn't be a bad idea at all... for example... a sabotage at a weapons facility resulting in less PPC cannons being available and a slight increase in cost. Or, perhaps some ER lasers were over produced, causing a "fire sale" on Large Lasers for a day or two.

They could even be incorporated into the mission dynamics as well... IE a successful attack on a facility causes certain houses to pay more for weapons while others less... if say the base was captured. If it was destroyed instead, then everyone pays a bit more.

#8 XxZylonxX

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 127 posts

Posted 30 June 2012 - 08:34 PM

Terrible Idea, as those with a boost to credits can buy the parts first for less.
While those without boosts will pay a premium for the same part when they finally get to buy it.

I do like the idea of steep discounts on modules and weapons that are not popular.
So people can try them out without breaking the bank.

Edited by XxZylonxX, 30 June 2012 - 08:35 PM.


#9 Arafinar

    Member

  • PipPipPipPipPipPip
  • 480 posts
  • LocationCinci, OH

Posted 30 June 2012 - 08:41 PM

View PostRoyalWave, on 30 June 2012 - 06:15 PM, said:


Saw this idea in a Q&A. Thought it was kind of interesting, although very unlikely to be in the game. Would be interesting to see "high demand" mechs cost more to repair and stuff that's underused becoming cheaper. It could be limited to something like 20% max fluctuation, so a 100,000 repair on the most popular chassis would become 120,000 while something less used would be 100,000 -> 80,000. Giving you a bonus for riding the unpopular mechs.

It wouldn't stop flavor of the months or popular chassis but it would give a little extra to players using less optimal chassis etc. It's not something I expect to see, but wanted to see what people thought.


Thing is if somebody want the ZuperOMGpwnzyasLazers© they are going to buy em. people pretty much prove that every day in eve.
There no competition so the price is going to be a standard rate.

#10 Uxion

    Member

  • PipPipPip
  • 50 posts

Posted 30 June 2012 - 08:46 PM

This reminds me too much of EVE online.

#11 SgtPaladin

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 101 posts

Posted 30 June 2012 - 08:56 PM

OP - so two months in AC/2's become free??? :lol:

I like this idea but i think it needs more work then a few forum users poking at it ;) maybe PG will pick up on it?

the part i really like is the idea that by attacking 'somthing' factory, 'somthing' is affected. what we need is somthing global for it to affect rather than individuals that will punish noobs.

How about affecting house income, house income is spent on planatery defences etc and maybe this could impact high end skills like commander air strikes by shooting them down (not mechs)

Edited by SgtPaladin, 30 June 2012 - 08:57 PM.


#12 Targetloc

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 963 posts

Posted 30 June 2012 - 08:59 PM

The best model is probably to have the cost of equipment and mechs gradually decrease over time, especially as new tech becomes available.

For example, when ER Large Lasers become more common, the price on regular Large Lasers would drop. Or when the AS7-K Atlas is first introduced it has a very high cost, but the AS7-D becomes more affordable. Then over months as the AS7-K becomes more common, the price drops.

This lets those with more wins or better money management buy it first and get an early edge from the time they put in, but it also helps reduce the tech gap for new players.

It's been proven over and over again in other MMO's that you do need to lower the barrier for entry for new players. Some players get upset if they've played from Day 1 and it took them 6 months to earn something, and new players come in and are able to get to the same level in a few weeks, but there needs to be a certain level of price drop over time or new players are perpetually playing catchup and it's bad for the game. It also makes their repair costs less painful while they're still learning, and working their way up from the 'starter' mechs.

The other advantage of dropping prices on old tech as new tech comes out: it gives an incentive to players to field older mech models and non-Ultra AC's because their repair costs become dirt cheap, which keeps older items from completely dropping out of use in the game.

#13 PewPew

    Member

  • PipPipPipPipPipPip
  • 403 posts
  • LocationUS - East

Posted 30 June 2012 - 09:01 PM

Assuming there isn't going to be trading our significant trading, this would be completely useless. the in game money is more of a point system than a currency.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users