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Additional Business Model For Pgi Outline


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Poll: MWO Business Model Addition (18 member(s) have cast votes)

Should PGI add a CW based Business Model?

  1. Yes (15 votes [83.33%])

    Percentage of vote: 83.33%

  2. No (3 votes [16.67%])

    Percentage of vote: 16.67%

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#1 Surn

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Posted 18 May 2015 - 09:50 PM

Introduction

For 10 years I worked on a planetary resource based MechWarrior League. The MechWarrior Registry, like NBT and other leagues was far more advanced than MWO Community Warfare. However, the appeal of the leagues was for both tactical combat AND planetary strategic warfare.

Many of the leagues were based on the amount of resources each planet had available for defense and how much resources were available to attack the planet in question.

Of course, after developing front end interfaces, automated servers, databases, email notification systems, admin control and planetary resource interfaces I have a very extensive background on what is possible and how to implement it. I did it all for free but I always considered how to pay for all the resources that I personally threw into the endeavor.

So, I will give a brain drain overview of the key concepts... tell me if you would participate.


The Problem

PGI is stuck in a position that constantly alienates dedicated players. They need to generate revenue, but it sometimes feels like everything that is purchased in game is devalued in order to sell the next item. It makes some players feel that their investment in the game is not valued.

When in reality, PGI has 50ish employees, servers and other costs to cover.

PGI currently sells Tactical assets. Items that are directly used on the battlefield. However, by foregoing the strategic side of war, they have missed a larger source of revenue. Further, they have missed a large quantity of gamers who love strategy games, and missed on the MechWarrior core players who played in resource based leagues for decades.

I know the sale of drop decks is one way that PGI intends to monetize CW, and that is a decent tactical item, but it is a drop (pun intended) in the bucket when compared with a player focused resource based strategy tie in.


The Proposal


I am not proposing the addition of an additional game mode.

I am proposing adding sectors to each planet with terrain and resources that tie to specific subsets of maps. ie homeworld.mechreg.org The resources for CW are Mechs.

Each player can place mechs on various sectors, making those exact variants available like "stock mechs" for defenders (all) or attackers (allied) to use.

Defensively, a player could place one of each of their OWNED mechs on sectors that they or their unit or faction own.

Offensively, players can place their mechs at dropship bases making those variants available for all planets within jump distance.

Of course, each player can use each mech in their own drop deck regardless of location.

Each time a mech is used in battle, it becomes unavailable for anyone else to use. For instance, if there is one TDR 5SS (custom name) available on sector 3 of planet X, it is available for only one player per drop on that sector. It is available for the Owner of the Mech, at all times as is currently the case.

The Impact for Players

Players now have incentive to take sectors and reinforce the sectors with their own mechs. New players gain access to "meta" mechs in addition to stock mechs.

For players who are into strategy, they can purchase, outfit and place mechs across the universe in defense of personally owned, unit owned and faction owned sectors. They can discuss where additional mechs are needed on the galactic map to reinforce upcoming attacks or to defend vulnerable sectors.

MOST IMPORTANTLY, players will BUY MORE MECHS.

The Requirements for PGI

PGI's investment in this system is small.

Planets would need the following database values:
  • Type - ie earthlike, city, hills, canyons, frozen, lunar, waterworld, asteroid, desert, jungle-forest, flatlands, volcanic

Mechs would gain the following values:
  • Location (Planet Sector)
  • AvailableForCW

Planet Sectors would gain the following values: ( I am assuming Planets have a related Sector table)
  • Terrain
  • Ownership
Ownership would be a composite key based on Faction, Unit and Player OR sectors would have PlayerId, UnitId and FactionId values based on your database schema.

Terrain includes a many to many relationship to Maps. So each terrain can have several related maps and each map can be related to multiple terrains. Why? When attacking a desert terrain, the battle can take place in a desert with some variety. Yes, this means 100 maps would be better than 6 maps.

Further, players would also need to be able to take a sector. This means that units could allocate sectors to players as rewards, CW could grow into the use of AI who are assigned mechs by players, new missions could be created or the process could come down to who scored the most match points for a sector that is newly conquered INCLUDING points scored by THEIR MECHS. The possibilities are awesome!

I expect this would sell a massive number of mechs, packages, and maybe even CW only assets like Tanks, planes, defensive turrets, etc.


Keys to Success

The key to success would be the ability to use all modules and customizations on the placed mechs.

Consumables on the CW positioned mechs would be replaced by the player using the mech. If they player does not make enough cbills to cover the cost of consumables in the match or in their bank account, the system would need to forgive the difference and NOT charge the owner of the mech.

Finally, a map builder for either internal or player use. ie Homeworld Map Builder demo.

This allows interesting maps to be created by the community, vetted by PGI. It could also be a terrain generator like terragen based map per planet with sectors carved out to better fit with PGI's current database schema. ie TerrainMap

#2 Surn

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Posted 23 June 2015 - 10:19 AM

Wow...

#3 PickleM0nster

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Posted 23 June 2015 - 10:46 AM

a rather disappointing amount of interest in this post!

#4 TheArisen

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Posted 24 June 2015 - 12:18 AM

I voted yes way back. It has so many good things I thought it'd get more traction.

#5 IraqiWalker

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Posted 24 June 2015 - 12:34 AM

I love it.

One of the ideas me, and a few others were bouncing around was using unit coffers to purchase and customize 4 mechs, and have them as a stock drop deck that any unit member can use. That way, those joining the unit recently,and don't know what to do, or don't have the proper mechs for CW, can still participate, and train with decent mechs. A system like yours seems more complex than that, but is also more open, and allows even solo players to participate with good CW mechs.

#6 CruiseMissileCowboy

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Posted 25 June 2015 - 01:18 AM

The game would be cooler if they added some realism.
Starting out, newly formed units could only accept contracts from Houses/Clans.
Eventually earning enough to buy dropships and use Clan/Hous Jump Ships to get to Community Warfare Planets.
If the unit ever leaves the House/Clan for another, then they would have to start over again, building up favor with that faction to again get to use their jump ships to get to CW planets.
The result would be only those good players that worked hard for a unit and faction would be rewarded for their efforts to be able to fight in Community Warfare.
The contracts for CW would have to far more lucrative, the costs of fighting in CW would have to be higher.
Bring back repair costs, add the costs of operating drop ships - fuel, etc.

Bring some realism into this game - because right now, it doesn't make much sense.
Click a button, and appear on a far off world.

#7 TheArisen

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Posted 25 June 2015 - 06:14 AM

View PostCruiseMissileCowboy, on 25 June 2015 - 01:18 AM, said:

The game would be cooler if they added some realism.
Starting out, newly formed units could only accept contracts from Houses/Clans.
Eventually earning enough to buy dropships and use Clan/Hous Jump Ships to get to Community Warfare Planets.
If the unit ever leaves the House/Clan for another, then they would have to start over again, building up favor with that faction to again get to use their jump ships to get to CW planets.
The result would be only those good players that worked hard for a unit and faction would be rewarded for their efforts to be able to fight in Community Warfare.
The contracts for CW would have to far more lucrative, the costs of fighting in CW would have to be higher.
Bring back repair costs, add the costs of operating drop ships - fuel, etc.

Bring some realism into this game - because right now, it doesn't make much sense.
Click a button, and appear on a far off world.


Maybe instead of a black background there could be a dropship going through space.

#8 Last Of The Brunnen-G

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Posted 26 June 2015 - 06:50 AM

+1

#9 0rionsbane

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Posted 26 June 2015 - 01:49 PM

honestly this type of warfare is what i expected from cw to begin with. i expected less battle lobby and more territory and resource tie in's. for example ever planet in cw has a freaking cannon (which are in bt lore designed to help defend from planetary bombardment not against dropships) which is just un-realistic and a bad goal for defender/attacker to begin with. far better is to have comstar links, mech factory's, tank factory's, cities planet ownership be the goal your fighting over. and give rewards based on their conquest not just a sector taken mark.

#10 Nesutizale

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Posted 30 October 2015 - 08:32 AM

Reads very promessing.
Do I understand it right that I can offer my unused mechs that I needed to elite one of the three for others to play in CW?
That sounds interesting to me. Do you gain anything for "renting" out these mechs like Cbills?

Could be an interesting way of generating income ^_^





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