

Having Unit Coffers Refill Your Consumables?
#21
Posted 18 June 2015 - 08:46 AM
#22
Posted 18 June 2015 - 08:58 AM
masCh, on 14 June 2015 - 01:35 PM, said:
Seriously there can be many good uses of the Unit Coffers.
This is not one of them.
I'm sorry OP, but this idea is terrible. (You're not terrible but this particular idea is)
Instead, ask them to make Units be able to purchase and configure mechs, and these mechs will appear in the Trial Mechs list for all players.
p/s I meant, I only ask you to ask them because you have access to them..
You mean Twitter?
You have access to them too, Andi is not some special snowflake (i love ya Andi dont take that the wrong way) all you have to do is make a twitter account and hit up Russ.
Also, NO i think this is a bad idea. Unit coffers should go towards other things that help the UNIT more then just a certain PLAYER or STYLE of play. But i sure do want those unit coffer to be worth something! Keep up the brainstorming Andi!
#23
Posted 18 June 2015 - 09:02 AM
#24
Posted 18 June 2015 - 05:17 PM
DarthRevis, on 18 June 2015 - 08:58 AM, said:
You have access to them too, Andi is not some special snowflake (i love ya Andi dont take that the wrong way) all you have to do is make a twitter account and hit up Russ.
Also, NO i think this is a bad idea. Unit coffers should go towards other things that help the UNIT more then just a certain PLAYER or STYLE of play. But i sure do want those unit coffer to be worth something! Keep up the brainstorming Andi!
no worries

we can agree that a possible Unit Tax(% taken from Every Mission) is a good idea?
it would make sense when we do get Unit Coffers Use Expanded,

i will, always trying something New

#25
Posted 18 June 2015 - 05:33 PM
masCh, on 14 June 2015 - 01:35 PM, said:
I've always liked this idea. Allow the unit to purchase assets that are accessible to the unit members, such as letting the unit unlock the colors of of their scheme to any unit member (once they leave the unit, they lose the unlock if they never had it before).
Allow the unit to customize a starter drop deck (limit the unit to 1 drop deck, that new pilots can use) meta or not, at least new members can go out and use them, and if they don't own the mechs, they can't unlock mech skills anyway, but they can farm the XP for them, while they build up the C-Bills to pitch in with their own mechs.
If R&R is ever implemented then the unit drop deck could have a discount on the repairs, while my personal drop deck would be more expensive to field (like 10-15% more expensive), after all, I am bringing my own toys, and the unit shouldn't be responsible for personal expenses.
HHoD (the unit I am in) isn't specific on the camo pattern, only the colors, but if a unit also had a specific camo that their pilots should have on their mechs, then by golly, let the units unlock the camo pattern for their members as well.
Access to all these goodies relies on the pilot being with the unit, when they leave the unit, if they don't have these things unlocked themselves, they turn them in.
Andi Nagasia, on 14 June 2015 - 03:27 PM, said:
Yeah, but those 4 meta mechs don't have unlocks for them, because they are not owned by the pilot. They help us integrate new unit pilots into CW more easily, and with the unit's camo, and paint, make the whole experience feel significantly more immersive. If I wanted to bring my own versions of these mechs, then I can, and if R&R is implemented, repair costs could be factored in (make the unit stock cheaper to repair than my private mechs.)
hydraulicleak, on 16 June 2015 - 12:07 PM, said:
I literally have no idea what you're talking about. Are you trying to say that the earnings that go to unit coffers only come from CW? If so, that's already what we are talking about.
If you are talking about something else, then you might want to elaborate. So we can understand you.
#26
Posted 18 June 2015 - 05:45 PM
IraqiWalker, on 18 June 2015 - 05:33 PM, said:
im open to this idea, but i still reservations about its implementation,
#27
Posted 19 June 2015 - 12:40 PM
Andi Nagasia, on 18 June 2015 - 05:45 PM, said:
The beneifts here i think would outweigh the negatives.
I have guy asking me behind the scenes for loudout help because they are maybe new, came back after a break with changes, or just need some help. If i could setup a dropdeck and let them run it and try it they could get a hand on feel for mechs i am pitching to them and make their mind up on the loadouts by actually using the mechs.
Having a set of 4 or 8 UNIT mechs that anyone in the unit could use if they were lacking in either the mechs for a side (IS or Clan) by using up to 4 in their deck to supplement their short coming.
You could also allow for a Per Diem or daily amount the UNIT could spend on these items so that one Unit with lots of funds cannot out run (tech wise) a smaller, lesser unit.
Andi Nagasia, on 18 June 2015 - 05:17 PM, said:

we can agree that a possible Unit Tax(% taken from Every Mission) is a good idea?
it would make sense when we do get Unit Coffers Use Expanded,

i will, always trying something New

The UNIT TAX as you have put it Andi should be a Logistics and Operations cost for your unit.
Depending on how large of a group you drop with (from 1-12) the price would increase or decrease but would be relative as well. So if you Ran a drop with 6 people make it 5,000 (operational cost) cbills per pilot plus a Logistic cost which IMO should be tied weather it Defend or Attack....an Attack should cost more but net more for a win since you took something. Defense should cost less Logistic wise (since you are there defending it already) but net less as well since you gained less from the defense just kept what you already had.
#28
Posted 19 June 2015 - 05:31 PM
DarthRevis, on 19 June 2015 - 12:40 PM, said:
Depending on how large of a group you drop with (from 1-12) the price would increase or decrease but would be relative as well. So if you Ran a drop with 6 people make it 5,000 (operational cost) cbills per pilot plus a Logistic cost which IMO should be tied weather it Defend or Attack....an Attack should cost more but net more for a win since you took something. Defense should cost less Logistic wise (since you are there defending it already) but net less as well since you gained less from the defense just kept what you already had.
Hey some units might be able to afford the big drop ships, which would be cheaper to run than multiple smaller drops ships. Which can impact cost expenses on each mission the unit takes. The bigger drop ship costs a lot to purchase, but if I'm dropping a full 12 man, or multiples. It's definitely going to be cheaper in the long run than having 6+ smaller drop ships hauling things around.
#29
Posted 19 June 2015 - 05:37 PM
They have been completely against any form of that in the past. Having your consumables paid for by other players gets me all giddy inside.
Maybe there's a light at the end of the tunnel for a future in-game market or trading system. To be a little more abstract, maybe even a salvage system where you're rewarded weapons, equipment, ammo, etc.
Edited by MoonUnitBeta, 19 June 2015 - 05:39 PM.
#30
Posted 23 June 2015 - 09:31 AM
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