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#381 Wintersdark

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Posted 03 July 2015 - 01:30 AM

View PostOmni 13, on 03 July 2015 - 12:46 AM, said:

well for one it has 2 tonnes of ammo for those U/ACs AND it's armored with wet tissue paper :P you have a massive can opener but you're gonna run out of ammo fast.
You can run full torso armor and 5-6t ammo.

But how it's balanced? IS AC20 is far better than a CUAC20, by a huge margin. The HBK4G fires it's AC20 at twice the normal speed, so it's roughly equivalent to 2 AC20's. 2 IS AC20's > 2 CUAC20's.



That's how.

#382 Wintersdark

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Posted 03 July 2015 - 01:33 AM

View PostNightshade24, on 02 July 2015 - 11:29 PM, said:

In a way: yes... however that would be the worst case situation... for eg if you ahd 150 mechs, not all 150 will get damaged in 1 game. You could decided to not repair a mech and simply use another... then another, then another. thus having a better handling on damage control and using your fave mech if you got multiple mechbays and mechs.

But it would also encourage Single heatsinks, non lostech weapons, Using ferro instead of endo, etc...
it doesn't work like that though. R&R created a lot of awful situations. Balancing it better wouldn't help, it's just bad for pug play.

This, from someone who was there.

#383 Nightshade24

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Posted 03 July 2015 - 02:15 AM

View PostWintersdark, on 03 July 2015 - 01:33 AM, said:

it doesn't work like that though. R&R created a lot of awful situations. Balancing it better wouldn't help, it's just bad for pug play.

This, from someone who was there.

They removed it at first due to some issues and balancing for it isn't worth it at the time and do not think I am basing this off a fantasy and didn't talk to other people.

However It is planned to come back into the game, and it is planned to not drive someone into the ground. minor economic buffs to the game would be better and we already make more c-bills per match then back then. On top of that repair cost will probably be a bit lower and I can imagine mechs like the locust or crab having a repair cost decrease as a quirk as it did in lore so to say kinda...

I welcome the arrival of RR again. BUT I want it to see a lot more progress then it did before... maybe give it a 'free repair' time like in MW4? you can decide to use C-bills to repair it then and now... or leave it for X time for a free repair... (ofc not working the same for rearming). you could repair half way through if you want for a much more cheaper repair bill and what have you... I think a possible quirk (normal term in the dictionary , not the mechanic) would be that clans cost more to repair but the free repair time is less while IS is vice versa. (this shows how the clan doctrine of how repairs works for the mech warriors well, as the mechwarrior them self rarely, if all, never pay for repairs as you know with MW2. However IS often do pay and have lower tech stuff thus cheaper) Maybe make this a more slight subtle difference but this will prevent people getting locked out of there mechs forever due to bankruptcy...

etc. I do not want it to be identical to the closed beta times. But it does provide and eerie ballance and meaning to some tech that is not here currently.

#384 102_devill

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Posted 03 July 2015 - 02:45 AM

Why the hell would anyone want rearm and repair? Can someone explain this to me? What do you possibly gain with it?

The only people which gain from R&R is the PGI.

#385 GreyNovember

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Posted 03 July 2015 - 02:47 AM

View PostRokerSaMoravu, on 03 July 2015 - 02:45 AM, said:

Why the hell would anyone want rearm and repair? Can someone explain this to me? What do you possibly gain with it?

The only people which gain from R&R is the PGI.



"MUH IMMERSION"

In all seriousness, I don't know. Sounds like people have way too much money lying around.

#386 Nightshade24

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Posted 03 July 2015 - 03:14 AM

View PostRokerSaMoravu, on 03 July 2015 - 02:45 AM, said:

Why the hell would anyone want rearm and repair? Can someone explain this to me? What do you possibly gain with it?

The only people which gain from R&R is the PGI.


Give consequence in dying. So randomly Yolo charging and do not care if you die or not and when thigns go bad for you you put a Kamikaze artillery strike on you and kill yourself and people around you.

1 extreme case but principle stands... this also prevents people over heating/ masc/ running out of bounds to suicide and would encourage (and should be added for all modes..) ejection and would make the salvage system more interesting. An incentive to not die so to say..

Also gives people a reason to choose ferro over endo and such and this change would several help those mechs that is hardwired with them... ie nova.
It's a good balancer, and before RnR was removed you saw a lot more lights then you saw heavies and such... the que was much more balanced.

Also immersion... This game sets everyone as mercs. The key characteristic of being a merc is managing your economics and ****. SPECIFICALLY repair and rearm... Being a merc doesn't mean the goverment will bail you out of any problem and stuff... and how well you do in game will reflect how well things go outside of game.

Also for those that are good at not dying, they will make more money then before.

View PostGreyNovember, on 03 July 2015 - 02:47 AM, said:

"MUH IMMERSION"

In all seriousness, I don't know. Sounds like people have way too much money lying around.

Nope. I do not have that much money lying around. I would be hurt from RnR as much as you... however I would most likely turn it into an advantage to get more money then before hand.

#387 Wintersdark

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Posted 03 July 2015 - 03:52 AM

View PostNightshade24, on 03 July 2015 - 03:14 AM, said:


Give consequence in dying. So randomly Yolo charging and do not care if you die or not and when thigns go bad for you you put a Kamikaze artillery strike on you and kill yourself and people around you.

There already is a consequence to dying. You're less likely to win a match, and lose the opportunity to earn any more.

Death already makes you earn less cbills.

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Also for those that are good at not dying, they will make more money then before.
True. That's bad, too - it makes the New Player Experience worse. As you're learning to play, you earn less than you do now - than you would in any non R&R scenario. That's horrible, because this game is already very hard on new players.

See, this is what happens - what happened, in fact. I was there. I know e aptly why it was removed, what player behaviour it caused.

It wasn't a balance issue. There were balance issues, but fixing them wouldn't have fixed the real problem, as such it was removed rather than attempting to balance the costs. The real problem is player behaviour.

See, what happens in practice is this:

Poor players (and/or cheap players) don't bother repairing and/or rearming. Then, the team that wins is the team were fewer players did that. . Think it's bad to be in a stomp now? Imagine what it's like to have a tooled up mech get trashed because half - or more - of your team where in zombie stick centurions with just two medium lasers trying to farm assists. That happened regularly, and it sucked.

Or, you're new, trying to get going, and you can't afford a better Mech. . Good players can, because (being better than you) they know how to win more, and lose less when they lose. You don't know, and thus you take even worse mechs onto the field, making it even more likely that you'll lose... And thus end up earning less money, vicious cycle repeats.

There is no solution. R&R by its nature results in "the rich get richer, the poor get poorer". It's an idea that is awesome when you're shooting the **** with friends, chatting on forums, etc, but it sucks in practice e because ultimately people don't behave like you'd expect them to in a game like this.

I'd say 90% of the players in the solo queue are basically cbill grinding, and not in a role playing sense. They'll do what appears to make them the most money, no matter how ridiculous it is. . Role playing style immersion doesn't really last in an arena style game like this.

Also: think people running and hiding is annoying now? It'd be way worse in R&R. . More matches would be lost to it specifically, more people being even more cowardly.

#388 Nightshade24

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Posted 03 July 2015 - 04:13 AM

View PostWintersdark, on 03 July 2015 - 03:52 AM, said:

There already is a consequence to dying. You're less likely to win a match, and lose the opportunity to earn any more.

Death already makes you earn less cbills.

True. That's bad, too - it makes the New Player Experience worse. As you're learning to play, you earn less than you do now - than you would in any non R&R scenario. That's horrible, because this game is already very hard on new players.

See, this is what happens - what happened, in fact. I was there. I know e aptly why it was removed, what player behaviour it caused.

It wasn't a balance issue. There were balance issues, but fixing them wouldn't have fixed the real problem, as such it was removed rather than attempting to balance the costs. The real problem is player behaviour.

See, what happens in practice is this:

Poor players (and/or cheap players) don't bother repairing and/or rearming. Then, the team that wins is the team were fewer players did that. . Think it's bad to be in a stomp now? Imagine what it's like to have a tooled up mech get trashed because half - or more - of your team where in zombie stick centurions with just two medium lasers trying to farm assists. That happened regularly, and it sucked.

Or, you're new, trying to get going, and you can't afford a better Mech. . Good players can, because (being better than you) they know how to win more, and lose less when they lose. You don't know, and thus you take even worse mechs onto the field, making it even more likely that you'll lose... And thus end up earning less money, vicious cycle repeats.

There is no solution. R&R by its nature results in "the rich get richer, the poor get poorer". It's an idea that is awesome when you're shooting the **** with friends, chatting on forums, etc, but it sucks in practice e because ultimately people don't behave like you'd expect them to in a game like this.

I'd say 90% of the players in the solo queue are basically cbill grinding, and not in a role playing sense. They'll do what appears to make them the most money, no matter how ridiculous it is. . Role playing style immersion doesn't really last in an arena style game like this.

Also: think people running and hiding is annoying now? It'd be way worse in R&R. . More matches would be lost to it specifically, more people being even more cowardly.



Mathematically speaking the New player standard income of 50k to 70k per game (minus cadet bouns) would remain the same, if not increase by 5k.

On top of that due to the fact new people play trails (which is repair-less) would actually reach there first mech faster.

Also for the cheap people out there they can do as I mentioned above and wait for the free repair time or wait a bit through it while playing another mech to play. Like me.

And yes, player behavoir is a problem, hence why we need the repair and rearm cost in game. It would stop people giving up so fast just because they lost there favourite PPC on there mech under the first 3 minutes and stuff and make people want to fight for longer instead of giving up. and looking at player behavour in previous events that supported players surviving a match (minus the raging near the end for the event...) it proved rather possitive, people used tactics more often and I had some of the best games I had in a long time in MW: O... I also saw more light mechs then heavies as well and such and assaults not randomly wondering off by themself as often.
And new players behavour is already quite passive, they can't really get more passive then they are now...

How ever I am not a heartless forumer. and would probably see the first 25 matches in your own mech provide free repairs as a congratulations from the MRBC for having your mercenary career grow.

As I said, economic changes would occur. People who do not try / give up will get punished the most from this. While players that do try regardless of skill level would get equal or more rewards after implementation... and thanks to Elo.

R&R isn't a rich get richer and poorer get poorer... and ironically the new players will get the less impacts from this and this change supports nothing but less random charges and more co ordination. perhaps you ignored my earlier comments on the economy changes and alternate repair methods.

And this isn't just role playing nonsense (even though that's 96% of us here atm are mainly for... haven't you seen most of the major units? CWI? CGBI? etc...) etc... it helps make a better economy as well as change the player behavior for the best.

And people running away and hidding isn't exactly that annoying, I can quit any time and play another mech for eg or simply have fun on the easter egg hunt for the free kill... however it would occur less often as I did mention eject for ALL game modes. Thus people do not need to hide or suicide anymore.

#389 SoylentDaveage

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Posted 03 July 2015 - 05:00 AM

Oh gods, its the Jenner IIC...

My nightmare returns...

#390 Wintersdark

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Posted 03 July 2015 - 06:28 AM

View PostNightshade24, on 03 July 2015 - 04:13 AM, said:

Mathematically speaking the New player standard income of 50k to 70k per game (minus cadet bouns) would remain the same, if not increase by 5k.
Or you could just increase payouts without R&R.

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On top of that due to the fact new people play trails (which is repair-less) would actually reach there first mech faster.
Not after they have their first mech. When I say new player, I don't just mean people right out of the gate; I mean players with < 500 drops. It's not about the first mech - if anything, it's not an issue before their first mech. After you've bought a mech, game design that forces you back into yucky trials is bad: Buying that first mech should be progress, something you're glad to have done.

Again, I say this as someone who has played through it, not someone who just talked about it with people who were there (and often remember it with rose colored glasses) then drew their own conclusions with regards to how players would act.

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Also for the cheap people out there they can do as I mentioned above and wait for the free repair time or wait a bit through it while playing another mech to play. Like me.
Playing in another mech is great when your an established player, not an option for a new player. Being forced to wait to play again is patently bad game design, too - you want players to keep dropping, to populate the matchmaker and make games better for everyone.

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And yes, player behavoir is a problem, hence why we need the repair and rearm cost in game. It would stop people giving up so fast just because they lost there favourite PPC on there mech under the first 3 minutes and stuff and make people want to fight for longer instead of giving up. and looking at player behavour in previous events that supported players surviving a match (minus the raging near the end for the event...) it proved rather possitive, people used tactics more often and I had some of the best games I had in a long time in MW: O... I also saw more light mechs then heavies as well and such and assaults not randomly wondering off by themself as often.


Now, please don't misunderstand me. I'm not trying to be hostile, or argumentative. But this paragraph of yours?

YOU ARE HORRIBLY WRONG.

R&R does NOT cause people to stop giving up so fast. You'd think it would, but you'd be terribly wrong. People don't react that way in practice with R&R. What actually happened - what happened before, and will again - is that people play extra cautiously, and if they see things going poorly, they run and hide. Because right now, fighting to the bitter end is at least fun for most of us, and in the worst possible case nets you a bit more damage done, maybe a couple component destructions, maybe even another kill (and all these things end up with you being paid more!) In R&R, you have to decide: Do you keep fighting, or run and hide and shut down, hopefully to escape further harm? The earlier you run, the less damage you take, and the less you pay to reload and repair.

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And new players behavour is already quite passive, they can't really get more passive then they are now...
HAHAHAHAHAHA!

You have no idea. Player behaviour absolutely can get more passive than it is now. More using allies for cover (because if they take damage instead of you, they have to pay to repair that damage instead of you). More staying back. More camping. Skirmish and Assault games would get *awful* because fighting from a defensive position > attacking one, and nobody EVER wants to lead the push because the first mech over the ridge is the one who pays the highest repair bills.

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How ever I am not a heartless forumer. and would probably see the first 25 matches in your own mech provide free repairs as a congratulations from the MRBC for having your mercenary career grow.
Yeah, again: This only pushes it back. I'll address this more fully at the end of this post.

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As I said, economic changes would occur. People who do not try / give up will get punished the most from this. While players that do try regardless of skill level would get equal or more rewards after implementation... and thanks to Elo.
Elo does work, but it works best in the "average player" range, and "average player" is a very broad range. Beyond that, it doesn't work so well, and in the group queue it may as well not be there at all. Also, at off hours it's sketchy at best.

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R&R isn't a rich get richer and poorer get poorer... and ironically the new players will get the less impacts from this and this change supports nothing but less random charges and more co ordination. perhaps you ignored my earlier comments on the economy changes and alternate repair methods.
It has absolutely no effect on random charges and coordination. Players who will coordinate do, players who won't still don't. Again, this from experience.

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And this isn't just role playing nonsense (even though that's 96% of us here atm are mainly for... haven't you seen most of the major units? CWI? CGBI? etc...) etc... it helps make a better economy as well as change the player behavior for the best.
I'm a member of CGBI. But units are still a small fraction of the overall player base. A majority of us forumgoers perhaps are role playing fans, but too much of a role playing focus tends to dissuade a lot of other players. As to "a better economy", again - the end of this post.

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And people running away and hidding isn't exactly that annoying, I can quit any time and play another mech for eg or simply have fun on the easter egg hunt for the free kill... however it would occur less often as I did mention eject for ALL game modes. Thus people do not need to hide or suicide anymore.


People running away and hiding IS a problem, if you are on the winning team. You can't disconnect, or you lose earnings (you don't get the win bonus, etc, thanks to the anti-disconnect farming changes). If you're dead, sure, you can just disconnect, but that's only helpful when you're dead.

Eject allowed? Ok, things are starting to look bad, I've taken a bit of damage, but the game is still close. POP! I eject, save myself a lot of repairs, and screw those guys who are now down an otherwise functioning mechwarrior. They're screwed now... So another player on that team, seeing one eject and knowing they were already in a poor place, and now people are ejecting? That player ejects too. It's over for the rest.

And that's just smart play. Like how pro players play Texas Holdem and farm rookies: You don't play to win any given hand, you just fold instantly if your draw isn't statistically good. Minimal cost to get into the game, better odds when you only play the good hands mean you earn more money over multiple matches.




Now, the Economy, and how R&R doesn't help. In a perfect R&R implementation, it doesn't HURT, but it can't help. Assume players always repair their mechs, so you subtract that from the average match earnings to get the average net income. Whatever your desired average net income is, you get that either by having match rewards = desired net income, or match rewards - R&R = desired net income. Either way, you get the desired net income you want.

The difference, is that players fear death more with R&R. Players fear risk more. Despite aggressive play being a far better path to victory than passive play. This is an objective truth: passive play - not defensive play, but passive play - is the best way to lose matches. However, being the lone aggressive player on a passive team is a great way to die early, too. Thus, matches are very often decided by who has fewest passive players.

R&R makes that worse, as players become unreasonably risk adverse, and more players bring sub-par mechs to the battle. Not just "low tier" mechs, which players bring all the time, but mechs and builds designed to exploit R&R. They don't bother fully repairing their mechs. Then, like the Texas Holdem example above, they play the odds: Your bringing a dramatically sub-standard mech to the match so if you lose, it costs you essentially nothing, but if the rest of your team carries you you still earn a lot. That happens, regardless of the balance. I remember my intense frustration, playing my first mech, and looking at the mechs I spawned beside. I'd see a couple zombie Centurions (that is, not Centurions equipped to zombie fight, but ones that hadn't been repaired, and only had their two CT Medium Lasers. And I'd know, right then, that that particular match was already lost unless freakishly the opposing team also had a lot of unrepaired mechs. So, the match was lost, and what's more I was going to lose even more money in unnecessary repairs.

In the end: Players make the desired average amount of money overall - that's an easy design point - but they are unreasonably discouraged by losses due to R&R, and that discourages play overall. Even if you actually are making the target amount, the same cbills per hour they'd make without R&R.




BUT THAT'S NOT ALL!

Now we get to the "exploits/griefing" section.

Rick and Rich see you in a match, just out of a brawl, with badly damaged armor but still ok, having just downed one of their teammates. In the early stages of his engagement with you, they strip your weapons. They could just kill you, but what fun is that? Oh, no. Instead, they take their time, tearing off your arms, a leg, both side torsos, before finally CT coring you. Woohoo! Massive repair bills! Awesome! Or instead, you eject the moment someone has you in a two on one, leaving your team down some damage done to the OPFOR, and no opportunity to save you.

Teams specialize in this, but at least for teams it goes both ways. Random solo players though? Rarely does word really get sufficiently around. It didn't really in the old days with a MUCH smaller player base, it certainly won't now.

#391 Wintersdark

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Posted 03 July 2015 - 06:59 AM

TLDR: Death penalties never improve people's play all around, it just discourages a very large potential set of players. This is why virtually every MMO ever has removed death penalties...

... even if removing those death penalties happen alongside reducing rewards to allow for the same overall desired income.

It's a silly player psychology thing, but it's absolutely the way things are.

People feel better where, if they lost (as they perceive, facts are irrelevant) because of their teammates, they earn less, as opposed to losing more.

The two things may be functionally identical, but they leave players feeling very different.

Edited by Wintersdark, 03 July 2015 - 07:00 AM.


#392 Magic Murder Bag

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Posted 03 July 2015 - 08:43 AM

View PostSoylentDaveage, on 03 July 2015 - 05:00 AM, said:

Oh gods, its the Jenner IIC...

My nightmare returns...


As a guy who predominately pilots panthers (mostly), firestarters and spiders, the Jenner IIC going to be a problem....and a solution if I get one!

#393 ThatGuy539

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Posted 03 July 2015 - 10:48 AM

I was really on the fence with this pack. But I finally broke down and bought it. :wacko: :unsure: :mellow: ^_^ :)

#394 PhoenixNMGLB

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Posted 03 July 2015 - 11:30 AM

I am not sure how this turned into a discussion about repair and rearm but here's my opinion anyway.

From a role playing perspective it sounds like a great idea.

But I have to agree with Wintersdark in that from a gameplay perspective it would blow chunks. We would see already passive players becoming almost too afraid to leave the drop zone or do anything other than boat lrms and hide behind the nearest atlas.....

If a version of this could be integrated into CW perhaps coming from the unit coffers it might work, otherwise I think this idea is DOA.

#395 IrrelevantFish

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Posted 03 July 2015 - 03:52 PM

People who keep wishing for the return of R&R either either weren't playing yet or have forgotten why they removed it in the first place, which was that it sucked mega-big-time. The problem was (and will always be) that too many people didn't play to win but to avoid R&R bills, resulting in (for example) a whole lot of useless players with standard-engined lights missing upgrades that spent the first half of the match trying to find a meat-shield and the second half running away and powering down.

Adding an eject button would only make that worse, because then escape would be certain. The self-serving would eject the moment they started to think they were making less money by fighting than they were losing by taking damage. (Example: You're in a DRG-1N with exposed gun-arm internals. Yeah, you might keep dishing out damage, but will that net you more CB than if you eject right now and save the arm, guns, and ammo? No? Then eject.

Besides, aside from the role-playing factor (which, IMO, is nowhere near cool enough to be worth the inevitable ruination of player behavior), most of the behavioral problems R&R would allegedly fix could be solved by adding incentives or mitigating difficulties. For example:

View PostNightshade24, on 03 July 2015 - 04:13 AM, said:

It would stop people giving up so fast ...

Most straightforward solution (though not one I'd recommend): give CB/XP for how long players survive.

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people used tactics more often
Would be fixed by adding a command interface that's actually usable. VOIP has helped a lot, at least in my Elo bracket (I'd estimate >1/5 of public matches I play are commanded now), but I think it would help even more if (for example) most orders could be issued without having to bring up the map (eg, something contextual- or jog-wheel-based)

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I also saw more light mechs ...

Increase rewards for scouting and spotting and/or scale damage CB/XP bonuses with tonnage.

#396 Wildstreak

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Posted 03 July 2015 - 04:32 PM

For the second time I have been unbale to buy Origins packs.
Sent information into the Billing email.

#397 Nightshade24

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Posted 03 July 2015 - 04:33 PM

View PostWintersdark, on 03 July 2015 - 06:59 AM, said:

TLDR: Death penalties never improve people's play all around, it just discourages a very large potential set of players. This is why virtually every MMO ever has removed death penalties...

... even if removing those death penalties happen alongside reducing rewards to allow for the same overall desired income.

It's a silly player psychology thing, but it's absolutely the way things are.

People feel better where, if they lost (as they perceive, facts are irrelevant) because of their teammates, they earn less, as opposed to losing more.

The two things may be functionally identical, but they leave players feeling very different.

I am quoting the TLDR one not because I didn't read the above (I read every word) but using a simple summary to have a summary in response instead of another wall of text.|

Not really, if the implementation of Ejection to all game modes, changes to the economics and the handling to the RnR cost is done well. It would do nothing but improve MW: O in gameplay, (especially in CW) and the salvage system being enhanced. If your mech got destroyed but your team won, your mech would come easy under salvage. Pushing away from the passiveness a bit into the right direction.

Most new players in game usually go with the stock mech first as they do not comprehend how the Mech lab works best, so even after say 30 or 50 matches after there first mech or two, they would be on the low end of the repair bill and- probably don't even know the repair bill even exists. Due to being new and do not having a heavy impact.

The repair and rearm would never result into the negatives. At least in my high hopes of what PGI will do (however they have a similar idea).

if players are scared of dying, that's a good thing. Because in reality if you are piloting a 100 ton mech with a nuclear reactor as a engine and you are getting hellfired by LRM's and AC's you would be scared too... Especially if you didn't know if you can eject in time or not or what would happen if the enemy finds your ejector pod first... (of course rest in piece hunchback pilots... you do not have an ejector seat.. at least pre 3050).

Speaking of ejecting, I thinking it would be cool if ejection can give you a slight reward depending on how close your mech is to getting destroyed. So if you eject in a virtually fresh mech because "uuuuh, enemy leading by 2 kills, We're gonna loose" -eject-. then you would get near squat, eject when you are just a leg, ct, and head? you would get a reward similar to a minor kill assist but more exp (less then kill exp and c-bills). Encouraging players to go the extra step... ofc being alive when the game ends would probably provide a better bonus as it does atm I think. To prevent the 11 : 3 mass ejections as the last enemy is dying.

I; much like PGI, want RnR to be back in game, and not the same as it was in closed beta (which I repeatedly pelt at you but you continue to ignore). I do not want people forced back to trails, I do not want people forced to sell spare equipment just to get 4 more matches. I do not want half the enemy team hiding because they are losing.

When Repair and Rearm is done correctly and is implemented fine. It can add to the game and feel much more rewarding as you become successful in managing your mechs and such. This is one of the major attractions to the earlier MW games... (well MW1 was a bit to harsh and I can some it up in 1 word; "jenner"). When you do well, you feel great about yourself. When you do amazing, you make more c-bills then before. The Depth of Repair and Rearm in closed beta does not function properly, for many reasons... one of which is it's back when the population had no lostech equipment or didn't use them often. Another being it was to harsh.
In previous games it can't be directy tied to MW: O as the average reward for your easy missions is 1 mill c-bills per game while 15 mill on good missions and contracts occur. This is not practical for MW: O as that could resault in a player getting every mech in a very short time; however it does however back up the theory that if RnR is added to MW: O, a increase in rewards to reflect it would go well; as PGI have said.

I am not really asking for it to be added, it is already in the works to be re-added. Much like how the IIC mechs are being added. We know about it and htus no more reason to suggest it. I am not suggesting it but simply speculating and/or using knowledge based on what we/ i know of it and how it will do. and bringing it up as being a major balancing role in this game potentially if done well.

#398 Nightshade24

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Posted 03 July 2015 - 04:38 PM

View PostIrrelevantFish, on 03 July 2015 - 03:52 PM, said:

People who keep wishing for the return of R&R either either weren't playing yet or have forgotten why they removed it in the first place, which was that it sucked mega-big-time. The problem was (and will always be) that too many people didn't play to win but to avoid R&R bills, resulting in (for example) a whole lot of useless players with standard-engined lights missing upgrades that spent the first half of the match trying to find a meat-shield and the second half running away and powering down.

Adding an eject button would only make that worse, because then escape would be certain. The self-serving would eject the moment they started to think they were making less money by fighting than they were losing by taking damage. (Example: You're in a DRG-1N with exposed gun-arm internals. Yeah, you might keep dishing out damage, but will that net you more CB than if you eject right now and save the arm, guns, and ammo? No? Then eject.

Besides, aside from the role-playing factor (which, IMO, is nowhere near cool enough to be worth the inevitable ruination of player behavior), most of the behavioral problems R&R would allegedly fix could be solved by adding incentives or mitigating difficulties. For example:

Most straightforward solution (though not one I'd recommend): give CB/XP for how long players survive.
Would be fixed by adding a command interface that's actually usable. VOIP has helped a lot, at least in my Elo bracket (I'd estimate >1/5 of public matches I play are commanded now), but I think it would help even more if (for example) most orders could be issued without having to bring up the map (eg, something contextual- or jog-wheel-based)

Increase rewards for scouting and spotting and/or scale damage CB/XP bonuses with tonnage.

Read above;


On top of that: I am not disagreeing with the later parts ie bonus to scouting and spotting. That is part of the economic change I would like to see prior to RnR introduction.

Edited by Nightshade24, 03 July 2015 - 04:39 PM.


#399 Clownwarlord

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Posted 03 July 2015 - 10:50 PM

My only question as many have already asked, is that or more like will the Origin IIC mech's XL engines be like that of the Clans or that of the IS? In that question I mean specifically will it the Xl engines take up two side torso slots like the clans or will they take up three like the inner sphere?

#400 Mcgral18

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Posted 03 July 2015 - 10:56 PM

View Postclownwarlord, on 03 July 2015 - 10:50 PM, said:

My only question as many have already asked, is that or more like will the Origin IIC mech's XL engines be like that of the Clans or that of the IS? In that question I mean specifically will it the Xl engines take up two side torso slots like the clans or will they take up three like the inner sphere?


Should be cXL.


Hunch IICs come with hand+LAA, and with those installed, the IIC-A comes to 0 free slots when using a cXL. PGI could remove the hands, but where's the fun in that?





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