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Salvage, an in depth look.


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#1 Haeso

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Posted 30 November 2011 - 05:42 AM

If you've already read this before please check addendum *1, if first read ignore this, thanks for reading. Addresses concerns regarding free to play monetization and how it would interact with salvage. "I Don't want to lose what I paid for!"


For a more comprehensive discussion we'll need to make certain assumptions to fill in the gaps of unavailable information/provide a basis for the argument. Please keep on the topic of how salvage would work, how you'd like it work, etc. and not on whether or not you think it should be in the game, this: http://mwomercs.com/...c/1846-salvage/ thread serves that purpose

Salvage and risk versus reward play a big part in Battletech, especially when it comes to Mercenaries. Salvage rights were often more important than the paycheck. So it comes as no surprise that many people want to see it as part of the game. That said, where does it fit?

The one big thing detractors seem to focus on is players do not like losing things, to some extent this is true obviously. Nobody likes to lose, much less have things taken from them. But many people do feel that the risk of this loss is what creates the fun in the victory. The other is people are worried about some sort of arms race, I would say this effectively eliminates it, much more than some repair fee + always positive sum system. And if you make repair fees more expensive than average earnings from a match, you're doing the exact same thing as this system... without any of the fun of salvage, just abstracted.

I'll put the TL:DR here.
  • Every repairable 'Mech goes to the winners, each player gets a share with the option to buy out the shares of other and buy the 'Mech or simply sell the 'Mech and get their share directly in C-Bills. Friendly downed 'Mechs are given back to their original Pilot.
  • Tactically relevant actions award C-Bill bonuses. Call them performance rewards. Ranging from killing the enemy, capturing points, relaying information, jamming their sensors, Narcing an enemy, defending an objective, etc.
  • End of mission rewards on top of salvage, every contract awards a certain amount base for risk, then if your team completed any objectives, you get some C-Bills for that. If you won you receive an extra bonus of C-Bills. The amount of C-Bills between this and performance rewards is designed to allow you to almost always be able to afford cheap 'Mechs, but not be able to sustain expensive 'Mechs every round, choose when you bring out your best or when to play it safe. Risk and reward.
  • If you find yourself in a position where you do not have an owned 'Mech available, your house will offer you a stock 'Mech with no, limited, or full customization. One assumes a mech from any weight class or role is available, if you want to play an assault or heavy, you can. Any customization would still be out of pocket for the Player. This would be in exchange for salvage rights, so you'd gain money no matter what you do, in exchange for using a weaker mech or a loadout that isn't exactly what you're looking for.******


I see two paths available, three if you count marginalizing salvage but lets assume that's not on the table for the purpose of discussion shall we?



One: Full salvage, as it sounds. Which I'll break down further on.

Two: Full salvage only in conquest mode. But with a simulator***** for arcade action with no reward/loss, your pilot would still gain experience though. These would not impact on the conquest mode.


Breaking down full salvage. All repairable mechs and still working weapons go to the winners, if draw scenarios are possible sides recover all of their respective equipment for the sake of simplicity, this could be expanded upon though. A legged mech is always repairable, a blown cockpit is always repairable, an Ejected mech is always repairable. Reactor breached mechs are the only one that has a chance to be unrepairable, what this chance is, or if they're ever repairable depends on lots of game design decisions. Lets assume a moderate chance, 25% or so.

This leaves us with a net loss even assuming a 50-50 win rate, or some people think. What they forget is every mission rewards c-bills. As well as hopefully actions in every mission reward C-Bills like MW:LL.* Between mission reward and average performance bonus you earn an amount that is based around the cost of mechs for each role/weight class**, 1/3-1/4 of a top tier 'mech, 1/2 of an average 'mech, 2/3-3/4 of a bargain bin 'mech (Looking at you, Urbie.) The goal here is, on average, you will make more money if you use a bargain binner like the Urbie, but if you opt for something ritzy like a Puma with it's medium mech weaponry in a light chassis, you stand to lose some money on average, in exchange you give yourself a better chance of winning the match. Risk/Reward.

The goal would ultimately to be, for a pilot to use multiple chassis, not just one. Perhaps you know the people you're playing with and you're more likely to win, you bring out the Puma instead, or you know the people you're with happen to suck/likely to lose for another reason, hedge your bets and bring out the trashcan or a flea. Or you just really want to go the extra mile to ensure a win for this mission, Puma.

If you use a cheap mech, you make a profit, if you use an expensive mech, on average you lose money. Within any weight class you've got multiple roles, and within each role you'd have cheap, standard and expensive models. You decide when you want to risk that expensive 2 ERPPC Puma, or when you just feel like playing it safe with ol reliable urbie. If your mech of choice is in the expensive tier, you won't be able to play it every match without going broke. But is variety really going to kill you? I heard it's the spice of life.

Let me stress here, you can't afford to run the best-in-class every mission. Assuming 50-50 win/loss, you will lose money when running the best in class. Yet on the other end of the spectrum, even when doing poorly, you will have the starter mechs from your house and/or the bargain bin mechs to make sure you can always get into the action. Nobody is advocating a game you end up not being able to play.



End of mission, how does salvage work? Well, first we need to make an assumption, you can trade with other players, be it manually or at the very least a way to sell/buy at a market, be it to players or NPCs. Another assumption*** is that conquest works along the lines of many iterations of the same battlefields for control of a planet or subsystem. Whichever side reaches X victories or N percent of victories, or total points, etc. Gains control, whether or not it resets back to "Zero" or stays as is, up to the devs. I see merit in both for different reasons. Essentially, the only limits to spare parts and such, is C-Bills. A more in depth limited supply model etc would be great, but I assume that's asking too much, this system would work very well with it however.


Winning team, all applicable salvage pops up, remaining weaponry/electronics are part of the overall chassis. Downed allies receive whatever is left of their equipment. Every player on the team is given an equal share (Or****) of the mech's current market sell value that is adjusted based on repair costs to get it back in full working order, assuming sell value is moderately lower than buy value as it should be. If there is just two mech up for salvage for simplicities sake and 5 players, the top players in descending order get to pick one 'mech to buy out the others shares:

So player A did the best and gets to go first and buys Mech 1, all four other players would get their 20% market sell value out of player A's C-Bills. Player A would get Mech 1. It's a simple, quick and dirty method of fairly distributing salvage, see sidenote** about making it more or less fair depending on point of view. Player B would then be able to choose to buy Mech 2 or not, if not player C would get his chance to buy it, etc.


Sidenotes section






Anything below here uses a symbol to denote what side note it refers to, if you saw a * for example above, you'd look here to see the expanded thoughts on the subject. This is all extra information you can read to get a better understanding and answer some questions etc.


*1:To purchase a 'Mech one must first purchase a licsence from the factory owner for that 'Mech. You could buy these with C-Bills or real money. If you capture a 'Mech with salvage that you don't own a licsence for you can still pilot it - Or not, up to Devs, maybe change it to a Pilot Cert like planetside where you need the training, both work.

Another thing that the dev's should do is along the lines of Eve's method of selling game time, then letting players trade gametime for in-game currency. So for all the aesthetic, cert/licsences, whatever else you can buy with real money, it's all based off of a separate currency from C-Bills that you buy with real cash, and you could exchange this separate currency for C-Bills in much the same way. This means nothing in the economy is "Created" and the economy remains stable, it also gives the Dev's another easier source of income. Many people have more expendable income than they can justify paying in a non pay to win game, but if you let them buy things for other players in exchange for those C-Bills, it lets them spend more without ruining the economy.

* I feel it's important to stress this more without cluttering the main post, the performance bonuses are not solely for killing people. In an assault your job is killing, perhaps defending or assaulting a base. In a light however your job is not just combat, Recon, information gathering, point capture/theft, Narc Beacons, scrambling enemy electronics etc. In heavies and mediums you have more flexibility, Medium leaning towards light style objectives, heavies towards assaults, but with more tactical flexibility. A medium might not be as fast, but it can pack a whole lot more hurt. And a heavy won't pack the same firepower as an assault, but a good 70~ tonner can move twice as fast maybe even have JJs while still bringing a good payload of weapons. In a multiple objective match, speed's important. Remember Mechwarrior escort missions where your big stompy assault had to be traded in if you wanted a chance in hell? Like that, but not so one dimensional.

But until we know more about the roles and information warfare this is a general idea: Ultimately the idea is simple, there's more to the game than just a straight up deathmatch, how the roles/weight classes are divided up is actually not important to this salvage system, it's flexible enough to work with any setup.



**Assumption being that 'mechs are separated by role/weight class, and then within that role/weight class by some sort of BV. The key here is that tonnage is not a factor or, more likely, is only one factor rather than the only factor. This separates from canon somewhat, as larger mechs were usually more costly, even if their BV didn't match up to their C-Bills.

If heavier mechs are on average more expensive, I would also suggest that Pilot's using them also receive a comparative amount more for mission reward/performance rewards in a curve that equals the curve of price/tonnage. Keeping with the theme of every weight class being equal in a tactical sense, they should be as equally viable in an economic sense. The difference being, do you field a Longbow or an Atlas or a Daishi sort of deal, if you're on a budget but want to play assault, you play a weaker assault, not an expensive heavy.


***Personally I'd prefer a more campaign based, limited resources, land on a planet with a sizable force and do what you can, having it function sort of like a ticket system perhaps across multiple battles, but I'm guessing for ease of use and player friendliness things like taking days to travel around, limited resources (Physical limits, not how many C-Bills you have limits) etc. would be too complex for the average player, they'd need to make the conquest portion of the game targeted to a portion of the playerbase rather than the entire focus of the game, and that's bad in it's own right. I've this vision in my head of making a list of everything I want to bring with me to the planet, spare parts, chassis, ammo, etc. and waging a war, but I seriously doubt anything like that is what we end up with.


****Or a share equal to his percentage of earned 'points', by points I mean objective points and combat points. if the tech existed for example, being a C3 slave providing intel for indirect fire, capturing an objective, killing an enemy mech, these sorts of things would award points. Something far more complex than a simple kill/damage = points model. The idea being everyone would get a share, but the better you do, the more you earn. However you'd already earn more from these points, so is that necessary? I think it's a small consideration, and would be happy either way.

*****I envision this as some sort of league of legends type deal with it's own progression system of permanently unlocking 'Mechs rather than everything being available from the get go, perhaps you could spend C-Bills earned in Conquest to unlock 'Mechs here as well, as well as you just automatically have access to any 'Mechs already in your conquest garage.

******Another option would be to make 'Mechs significantly more expensive, and have the majority of time be spent in a stable of provided House 'Mechs. Making them fully customizable (Assuming customization is in), but any customization is lost when a 'Mech is downed, and non-standard components can be salvaged by the enemy. This would keep 'Mechs feeling expensive, in exchange for making all but the most successful Pilots spend a large portion of their time in loaners.

Edited by Haeso, 30 November 2011 - 02:49 PM.


#2 Agasutin

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Posted 30 November 2011 - 05:42 AM

Meat & Potatoes...

Chicken & Waffles...

Jay & Silent Bob...

Mechwarrior & Salvage...


They go hand in hand...


Edited by Agasutin, 30 November 2011 - 05:51 AM.


#3 Red Beard

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Posted 30 November 2011 - 07:45 AM

You should have put a "Wall 'o Text" warning at the top of that beast.

#4 Red Beard

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Posted 30 November 2011 - 07:49 AM

View PostAgasutin, on 30 November 2011 - 05:42 AM, said:

Meat & Potatoes...

Chicken & Waffles...

Jay & Silent Bob...

Mechwarrior & Salvage...


They go hand in hand...





Wait, wait, wait. Chicken and waffles?

#5 Haeso

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Posted 30 November 2011 - 07:49 AM

View PostRed Beard, on 30 November 2011 - 07:45 AM, said:

You should have put a "Wall 'o Text" warning at the top of that beast.

Suppose so, I figured it went without saying. No opinions, or writing them after posting that?

#6 Red Beard

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Posted 30 November 2011 - 07:52 AM

View PostHaeso, on 30 November 2011 - 07:49 AM, said:

Suppose so, I figured it went without saying. No opinions, or writing them after posting that?


I don't DO, walls of text.

#7 MagnusEffect

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Posted 30 November 2011 - 07:59 AM

I have discussed this at length so instead i will just link these polls (shameless plug):

Part 1:
http://mwomercs.com/...__fromsearch__1
Part 2:
http://mwomercs.com/...ge-and-repairs/

EDIT- They are not meant to distract from the conversation here, only wanted to include them as a reference for others if needed. ;)

Edited by MagnusEffect, 30 November 2011 - 12:23 PM.


#8 Red Beard

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Posted 30 November 2011 - 08:18 AM

In retrospect, Haeso did go to some trouble and effort to create this magnificent wall. I will, at the very least, pay him the respect of reading it after training this morning.

#9 feor

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Posted 30 November 2011 - 08:24 AM

I do think the losing force should get some salvage. There are examples in the background of friendly mechs with hands physically dragging downed mechs off the battlefield as they retreat, plus instances of salvage trucks operating under fire to haul something away. Even just picking up an enemy's severed arm and running with it could get you a few functional guns for your arsenal.


I'd say make that one of the advantages of having a mech with hands. Every functional mech with hands at the end of the battle lets you gain some of the salvage from the battlefield, based on the mech's tonnage, to a maximum percent (for fairness' sake). Say 1 hand entitles you to 5% of your mech's tonnage, up to 5% of the total battlefield salvage. So if you had 1 Atlas and 3 Catapults in your lance, as long as there was at least 100t total of salvage on the battlefield you would get 10t worth of it, and the winner would get the rest. If there was less than 100t of salvage you would get 5% of it. (so if the only casualty was a 50t Hunchback, you would get 2.5t of salvage) If there are salvageable components totaling less than the tonnage you are entitled to there is a chance you can recover those (i.e. if you were entitled to 2.5t of salvage and a Medium Laser was destroyed on the battlefield, the game would determine randomly if it went to you or the winner), but you can always recover what you're entitled to in "misc salvage" (severed limbs, mostly intact armour plates, etc.) which is just immediately converted into c-bills.

The disadvantage, of course, being that an arm with a hand cannot have as big a gun mounted to it, and cannot flip (if they implement arm flipping).


You could even have NPC Salvage trucks in the game. For the losing team a surviving salvage truck at the end of the fight strongly increases the amount of salvage you're entitled to at the end of the match, with the downside being that it counts towards whatever tonnage or value limit you are able to bring to the battle (so fewer mechs can deploy) and you have to think about keeping it safe or it will turn into salvage itself. For the winning side let it recover downed mechs in slightly better condition then when they were actually killed, so they'll be available sooner. (fewer repairs needed)


Also, your write up seems to neglect non-conquering missions. The history of the Inner Sphere is littered with raiding missions when Force A will touch down on Force B's planet, clear the immediate area of hostiles, grab whatever they can in the 20 40, or 60 minutes it may take for enemy reinforcements to arrive, then cut and run with whatever they managed to lay hands to. In this situation it can not be assumed that the winning side is able to claim all of the salvage from the preceding battle. If you give the losers a % of the spoils, then for a raiding mission like this you can just adjust the base salvage amounts so that the attacker will have a lower maximum percentage of salvage he can claim. Another place where Salvage Trucks could have a notable impact. If you're going raiding to you take a salvage truck and get a bigger percentage of the spoils than you might otherwise? Or do you bring another mech to put down the opposition, but you might only be able to claim 50% of the salvage, even if you win?

Edited by feor, 30 November 2011 - 08:25 AM.


#10 Haeso

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Posted 30 November 2011 - 08:31 AM

View PostMagnusEffect, on 30 November 2011 - 07:59 AM, said:

I have discussed this at length so instead i will just link these polls (shameless plug):

Part 1:
http://mwomercs.com/...__fromsearch__1
Part 2:
http://mwomercs.com/...ge-and-repairs/


I'm trying to avoid a poll here until there's been a decent amount of open discussion. I want to flesh out the salvage system in a workable way, and hopefully in a simple to understand way for anyone worried about how it may be too hardcore or something like that. Because at face value the idea of losing a 'Mech "50%" of the time seems unsustainable and very hardcore, but I believe I've put more than enough into this to prevent this idea of zero sum or less than zero sum, and remaining friendly and accessible.

View PostRed Beard, on 30 November 2011 - 08:18 AM, said:

In retrospect, Haeso did go to some trouble and effort to create this magnificent wall. I will, at the very least, pay him the respect of reading it after training this morning.


Thank you.

View Postfeor, on 30 November 2011 - 08:24 AM, said:

I do think the losing force should get some salvage. There are examples in the background of friendly mechs with hands physically dragging downed mechs off the battlefield as they retreat, plus instances of salvage trucks operating under fire to haul something away. Even just picking up an enemy's severed arm and running with it could get you a few functional guns for your arsenal.


I'd say make that one of the advantages of having a mech with hands. Every functional mech with hands at the end of the battle lets you gain some of the salvage from the battlefield, based on the mech's tonnage, to a maximum percent (for fairness' sake). Say 1 hand entitles you to 5% of your mech's tonnage, up to 5% of the total battlefield salvage. So if you had 1 Atlas and 3 Catapults in your lance, as long as there was at least 100t total of salvage on the battlefield you would get 10t worth of it, and the winner would get the rest. If there was less than 100t of salvage you would get 5% of it. (so if the only casualty was a 50t Hunchback, you would get 2.5t of salvage) If there are salvageable components totaling less than the tonnage you are entitled to there is a chance you can recover those (i.e. if you were entitled to 2.5t of salvage and a Medium Laser was destroyed on the battlefield, the game would determine randomly if it went to you or the winner), but you can always recover what you're entitled to in "misc salvage" (severed limbs, mostly intact armour plates, etc.) which is just immediately converted into c-bills.

The disadvantage, of course, being that an arm with a hand cannot have as big a gun mounted to it, and cannot flip (if they implement arm flipping).
I'm not sure if I like it being connected to hands, but I'm not against some portion of the salvage system working like that, I think simply being able to retreat should be enough for the losing side personally, but the fun of salvage could be extended to the losing side as well.

I mentioned a mission where both sides took multiple objectives in the other thread, so they both maintained a presence on the field, missions like that would obviously have different salvage results specific to the mission, as we don't know how missions will work I just didn't elaborate.


Quote

You could even have NPC Salvage trucks in the game. For the losing team a surviving salvage truck at the end of the fight strongly increases the amount of salvage you're entitled to at the end of the match, with the downside being that it counts towards whatever tonnage or value limit you are able to bring to the battle (so fewer mechs can deploy) and you have to think about keeping it safe or it will turn into salvage itself. For the winning side let it recover downed mechs in slightly better condition then when they were actually killed, so they'll be available sooner. (fewer repairs needed)
I like the idea of trading some combat Battle Value in exchange for the ability to steal salvage during the mission, be it manually having to protect it and escort it off the field or simply if it's still alive at the end you recover some of your downed 'Mechs.


Quote

Also, your write up seems to neglect non-conquering missions. The history of the Inner Sphere is littered with raiding missions when Force A will touch down on Force B's planet, clear the immediate area of hostiles, grab whatever they can in the 20 40, or 60 minutes it may take for enemy reinforcements to arrive, then cut and run with whatever they managed to lay hands to. In this situation it can not be assumed that the winning side is able to claim all of the salvage from the preceding battle. If you give the losers a % of the spoils, then for a raiding mission like this you can just adjust the base salvage amounts so that the attacker will have a lower maximum percentage of salvage he can claim. Another place where Salvage Trucks could have a notable impact. If you're going raiding to you take a salvage truck and get a bigger percentage of the spoils than you might otherwise? Or do you bring another mech to put down the opposition, but you might only be able to claim 50% of the salvage, even if you win?

I mentioned my thoughts on mission types in the other salvage thread and just didn't carry it over. I don't think that sort of scope will be in this game, unfortunately. A raid mission where there's plenty of bases to steal from, and the goal is to grab as much as you can WHILE the defenders try and stop you rather than a take/hold, that'd be cool though.

When I say conquest I say missions that advance the warfront so to speak, not necessarily missions that involve capturing land. If that means destroying a supply depot, or taking out a dropship, capturing/destroying a supply convoy etc. Those can have their own specific rules for salvage if they need them. I'm all for that, I just wanted to give people a basic run down of how it would work, all for expanding on that basic idea.

Edited by Haeso, 30 November 2011 - 08:38 AM.


#11 Biggs McIntosh

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Posted 30 November 2011 - 08:58 AM

I've been thinking on this since the other day, and waiting on this post to jot it all down.

One thing that I have been thinking about, and that you mention in passing in your write up, is that the BT universe has tons of examples of simulator combat, be it in a pod or with powered down weapons. I would like to see the simulator be a big part of the game, because:

- It can allow for more "hardcore" salvage rules in campaign battles.

- It allows players to experiment with multiple roles and classes before making the big purchase.

- It is a more believable "instant action" system.

You could play your whole career as a militia mechwarrior, stationed on a back water world, throwing yourself into simulators and dreaming about real action. If, however, you want to increase your stable, make fistfuls of C-Bills, woo the ladies, and conquer the galaxy, your going to need to get out of the simulator and risk your hide (read mechs) in real combat. No guts, no galaxy.

A simulator system allows for harsh death penalties in real battles, without complaints about players being unable to play the game because they lost too many mechs.

#12 Haeso

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Posted 30 November 2011 - 09:01 AM

View PostBiggs McIntosh, on 30 November 2011 - 08:58 AM, said:

I've been thinking on this since the other day, and waiting on this post to jot it all down.

One thing that I have been thinking about, and that you mention in passing in your write up, is that the BT universe has tons of examples of simulator combat, be it in a pod or with powered down weapons. I would like to see the simulator be a big part of the game, because:

- It can allow for more "hardcore" salvage rules in campaign battles.

- It allows players to experiment with multiple roles and classes before making the big purchase.

- It is a more believable "instant action" system.

You could play your whole career as a militia mechwarrior, stationed on a back water world, throwing yourself into simulators and dreaming about real action. If, however, you want to increase your stable, make fistfuls of C-Bills, woo the ladies, and conquer the galaxy, your going to need to get out of the simulator and risk your hide (read mechs) in real combat. No guts, no galaxy.

A simulator system allows for harsh death penalties in real battles, without complaints about players being unable to play the game because they lost too many mechs.


It all depends on how divergent the devs can make the game and still keep up, and how big a focus they want on the conquest portion. If they need to really polish that simulator and make it a perfectly viable alternative without any death penalties in exchange for no cash prizes/affecting the war going on in the IS, in order to make the rest of the game very simulator and even more in depth? I'm all for it, that's the only reason I brought it up - if they feel they need to cater specifically to the instant action crowd and what not, the very entrenched in lore training/simulator battles are the way to do it I agree.

#13 MagnusEffect

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Posted 30 November 2011 - 12:21 PM

Sorry Haeso, didn't intend to give you the impression I'm bashing your thread. You obviously put a lot of good thought and effort into it. Just figured I would include my polls as a addendum to the discussion here ;)

Edited by MagnusEffect, 30 November 2011 - 12:25 PM.


#14 Ran Ito

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Posted 30 November 2011 - 12:42 PM

There are a lot of good ideas here. But I'm curioius as to how the salvage system proposed here would work within the confines of a free-to-play/microtransaction based environment.

Generally it's been my experiences that in an f2p enviro people fork over real money in an online store to unlock items for use in game. Now a lot of people bemoan people who pay to support the game as 'wallet warriors' and such. But come on, how else is a free-to-play game supposed to keep funded? What happens when they loose the nice shiney mech or upgrade they just bought (with real money)?

#15 Darkmoose

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Posted 30 November 2011 - 12:50 PM

I would prefer the keep what you kill method, with units killed by multiple units being split.

#16 Kaemon

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Posted 30 November 2011 - 12:56 PM

Salvage should be limited in some scope, full salvage of all mechs to the winners is a bit extreme, that smacks of more stick than carrot (or more non-Hula than Hula).

P2P items should not be salvageable, sorry guys, no one gets my Hula....no one.

I'd like to have a sort of line of demarcation if you will on pub matches, mechs that cross either side are immune to salvage (or at the very least you only get a portion of their mech parts as salvage, or a 'copy' of the items, while they maintain the original items.

Why? Full loss in pub is too devastating to the casual players, and possibly to Merc corps are well, it will promote stagnation and when elite clans (in ranking or ability or both) start coming to the forefront, no one will want to fight them due to the almost inevitable loss of $C/mechs, in smaller merc corps it might actually mean the destruction of the corp (due to loss of all mechs).

Uphitting better clans needs to be rewarded (Hula) not penalized (non-Hula) otherwise we create a system that becomes pretty boring awfully quick.

The demarcation line (which may or may not be visible during pub matches) also will help to eliminate camping to some degree, as those who move forward and fight are rewarded (those that do not pay the salvage toll).

That's for Pub matches, match/team/Conquest modes can implement a more non-Hula style salvage, but imagine if every time you fight the L0Lm@DK@T3 merc corp, you lose every mech in your lance? Then every mech in your Merc Corp? How long is that going to be fun?

#17 Haeso

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Posted 30 November 2011 - 01:10 PM

View PostMagnusEffect, on 30 November 2011 - 12:21 PM, said:

Sorry Haeso, didn't intend to give you the impression I'm bashing your thread. You obviously put a lot of good thought and effort into it. Just figured I would include my polls as a addendum to the discussion here ;)


Not what I thought you were doing at all, I meant I didn't want to make a poll for this thread yet. More than welcome to plug your polls as they're relevant enough to the discussion.

View PostRan Ito, on 30 November 2011 - 12:42 PM, said:

There are a lot of good ideas here. But I'm curioius as to how the salvage system proposed here would work within the confines of a free-to-play/microtransaction based environment.

Generally it's been my experiences that in an f2p enviro people fork over real money in an online store to unlock items for use in game. Now a lot of people bemoan people who pay to support the game as 'wallet warriors' and such. But come on, how else is a free-to-play game supposed to keep funded? What happens when they loose the nice shiney mech or upgrade they just bought (with real money)?
LoL is primarily aesthetics.

And they've said they're not going to be doing a pay to win model. If you can buy 'Mechs that last forever you end up at most a dozen 'Mechs people actually use out of the nearly hundred they've got access to. If people are unwilling to pay money for something they can lose, they can purchase aesthetics or things like garage capacity. Assuming you can even buy 'Mechs, which I'm somewhat against as it will ***** with the economy. But, EVE has a pretty cool economy and allows another method: Essentially you buy a subscription from the company, then sell the subscription time to a player for ISK. That wouldn't bother me, a sort of gift/trade system for those that wish to buy in game currency, rather than the creation of in-game currency.

So lets say you've got a rich MechWarrior, but he doesn't have the real life cash to buy the various things he wants, and you've got a player with expendable income. The player with expendable income purchases lets say, garage space and some aesthetic customizations for the rich MechWarrior who in turn gives him in-game currency. Stable economy, company sells in-game items, everyone wins. There's no "Creation" of items. It might be slightly unfair to those without a lot of time or expendable income, to them I say if the game is properly balanced it should not be a big difference. If that guy goes and buys a bunch of expensive 'Mechs with his income, yes he'll be able to use them constantly unlike the system would suggest he can however! With the salvage system, you as his opponent also benefit, as you'll get plenty of expensive 'Mechs! People 'buy' ISK in EVE all the time, it's a viable business model for subscription, in place of the subscription you'd have the aesthetics and such to buy for people instead of game-time.


View PostDarkmoose, on 30 November 2011 - 12:50 PM, said:

I would prefer the keep what you kill method, with units killed by multiple units being split.

Well, we can't do it solely like that. Assuming you mean "I killed X, I get X's Stuff" because that basically eliminates lights/meds from ever getting salvage, that isn't cool. I see what you're saying if my assumption is right, I just don't think it'd work.

View PostKaemon, on 30 November 2011 - 12:56 PM, said:

Salvage should be limited in some scope, full salvage of all mechs to the winners is a bit extreme, that smacks of more stick than carrot (or more non-Hula than Hula).

P2P items should not be salvageable, sorry guys, no one gets my Hula....no one.

I'd like to have a sort of line of demarcation if you will on pub matches, mechs that cross either side are immune to salvage (or at the very least you only get a portion of their mech parts as salvage, or a 'copy' of the items, while they maintain the original items.

Why? Full loss in pub is too devastating to the casual players, and possibly to Merc corps are well, it will promote stagnation and when elite clans (in ranking or ability or both) start coming to the forefront, no one will want to fight them due to the almost inevitable loss of $C/mechs, in smaller merc corps it might actually mean the destruction of the corp (due to loss of all mechs).

Uphitting better clans needs to be rewarded (Hula) not penalized (non-Hula) otherwise we create a system that becomes pretty boring awfully quick.

The demarcation line (which may or may not be visible during pub matches) also will help to eliminate camping to some degree, as those who move forward and fight are rewarded (those that do not pay the salvage toll).

That's for Pub matches, match/team/Conquest modes can implement a more non-Hula style salvage, but imagine if every time you fight the L0Lm@DK@T3 merc corp, you lose every mech in your lance? Then every mech in your Merc Corp? How long is that going to be fun?

I direct you to the very first paragraph of my thread.

Quote

Please keep on the topic of how salvage would work, how you'd like it work, etc. and not on whether or not you think it should be in the game, this: http://mwomercs.com/...c/1846-salvage/ thread serves that purpose


It seems like you didn't even read my post man, as this isn't a zero sum or negative zero sum system, using cheaper 'Mechs one can easily earn a profit even from the jaws of defeat using my system, and if they use house 'Mechs they can make even more profit.

#18 Ran Ito

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Posted 30 November 2011 - 01:12 PM

Hmm... Perhaps if the online store didn't actually sell the items themselves. But instead sold the skill to be able to pilot a certain mech, or the knowledge required for your mech bay crew to be able to mount a certain weapon or upgrade.

Then mechs and items could be won/lost/purchased/salvaged with in game currency (yay c-bills) relatively freely with only a temporary sting to the loser.

The flip side of that coin would be the free-to-play winner would end up piling up all of this friggin awesome salvage that he can't do anything with until he (or his mom) loosens up the purse strings in the online store. $ for mwo.

#19 Haeso

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Posted 30 November 2011 - 01:18 PM

View PostRan Ito, on 30 November 2011 - 01:12 PM, said:

Hmm... Perhaps if the online store didn't actually sell the items themselves. But instead sold the skill to be able to pilot a certain mech, or the knowledge required for your mech bay crew to be able to mount a certain weapon or upgrade.

Then mechs and items could be won/lost/purchased/salvaged with in game currency (yay c-bills) relatively freely with only a temporary sting to the loser.

The flip side of that coin would be the free-to-play winner would end up piling up all of this friggin awesome salvage that he can't do anything with until he (or his mom) loosens up the purse strings in the online store. $ for mwo.


I'm telling you, all they need to do is create some cool non-combat stuff that everyone would pay C-Bills for, but make it cost real money and create a system for having someone buy it for them in exchange for the C-Bills. They will make plenty of money through that sort of system. And since it's non-critical, and easily done for in-game money assuming enough people are buying (The percentage of the population with expendable income is even higher than most playerbases, this is battletech, between TROs, novels and mini's many of these gamers spent more on battletech than they did on their computer I'm betting!), for those without the money to buy it or time amass C-Bills: They can still play the game on a fair field. And the risk/reward system in my salvage proposition means that guy 'buying' C-Bills is generously donating those C-Bills right back to the community by way of salvage!

it allows people to buy in-game items without ruining the economy by making them effectively buy from the players but using the purchased store items as currency, it's a terrific system.

A way to make it simpler would be to have a store currency, and trade that store currency to other player's in exchange for C-Bills and let them buy whatever it is they want, much less complicated that way even.

Edited by Haeso, 30 November 2011 - 01:20 PM.


#20 Ran Ito

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Posted 30 November 2011 - 01:32 PM

I'm curious, just what kind of aesthetic/non-critical item would you be willing to purchase for real money and donate back to the community via salvage?





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