Repair & Rearm
#1
Posted 06 February 2017 - 11:10 AM
1000 damage guaranties X amount of Cbills.
Maximum repair bill = X minus 20%. With good play you would not max out your repairs.
Ammo costs are on the player. Maybe give loyalist and long term contract players a discount.
CW should not be comp play but it should be hard mode not where players go to level their mechs.
#2
Posted 06 February 2017 - 11:24 AM
Removing all mech XP earned and only awarding global XP would be better.
Not allowing more than 1 trial mech per dropdeck would be even better.
Requiring 3/4 of your dropdeck to be at least Elite would be evennerer betterrererer.
#3
Posted 06 February 2017 - 11:50 AM
AnTi90d, on 06 February 2017 - 11:24 AM, said:
Removing all mech XP earned and only awarding global XP would be better.
Not allowing more than 1 trial mech per dropdeck would be even better.
Requiring 3/4 of your dropdeck to be at least Elite would be evennerer betterrererer.
I like R&R in multiplayer games it cuts down on the Leroys and derping.
Never going to happen. 1. PGI sells MC to convert mech XP to GP. 2. Whats the point of XP at all if you only us 1 or 2 mechs to farm all your XP needs?
Your last 2 points I have no problem with theres too many players using CW too level mechs.
#4
Posted 06 February 2017 - 11:54 AM
#5
Posted 06 February 2017 - 11:55 AM
#6
Posted 06 February 2017 - 11:59 AM
#7
Posted 06 February 2017 - 12:48 PM
They could have some matches count as supply raids. Both in defending their own supplies and raiding supplies from the enemy. Even if you raid successfully, it won't stop the bleed of supply. You're going to run to ground eventually and end your campaign. You earn as many campaign points as you can. With prizes starting out at c-bill items, then MC, and perhaps a rotating pool of goodies to keep people coming back.
This wouldn't require special modes. It's literally just FP matches assigned a value. For me the most interesting thing would be seeing units having to run cheaper builds to wring out those last points of their supply pool.
#8
Posted 06 February 2017 - 12:57 PM
With the idea of it has to be fun for the player
Right now there is to much of a punishment based mentality in the game
You pull the trigger to much so we have to hit you with a heat penalty
And I could go on and on
Step 1 would change the way you think
Step 2 it would have to be voluntary
That is you have a check box to say you want this level of game play or not
Step 3 you don't get no real benefit from the extra game mode its just more fun/interesting
Step 4 probably need a FW only currency or FW economy like some of us proposed back in phase 1
Step 5 FW economy basically means having a way to get money and a way to spend money
More later
Edited by Davegt27, 29 October 2017 - 10:46 PM.
#9
Posted 06 February 2017 - 01:09 PM
A repair / refit mechanic could be used to basically create the "hard core" mode that PGI sold the idea to us on back at the Launch event.
- A timer would be applied to a destroyed mech. The user can wait out the timer to use said mech again or they can pay a fee (that diminishes as the repair time reduces) to ready the mech for deployment.
- Planets could be given purpose by allowing bonus' like reductions on costs and timers for variants, chassis', and even weight classes.
-- extending off this idea, planets that are tagged by a unit could receive higher bonus' towards defending the planet as well as passive bonus' to repair / refit
- Based on faction populations contracts could be made out to cover the costs of repairs and/or refits.
- Ranking system could be used to decrease the cost, as well as increase your pay (Rank 1 should not make the same as a Rank 5, 10, 20 etc).
- Players would not be forced to pay to have your mechs repaired, but rather the mech would be placed on a timer until repairs are completed. Paying a cost would just make the mech immediately ready for deploy.
- Loyalists cost to repair / refit would be cheaper than mercs, but mercs would have higher payouts
#10
Posted 06 February 2017 - 01:09 PM
#11
Posted 06 February 2017 - 01:13 PM
QueenBlade, on 06 February 2017 - 01:09 PM, said:
A repair / refit mechanic could be used to basically create the "hard core" mode that PGI sold the idea to us on back at the Launch event.
- A timer would be applied to a destroyed mech. The user can wait out the timer to use said mech again or they can pay a fee (that diminishes as the repair time reduces) to ready the mech for deployment.
- Planets could be given purpose by allowing bonus' like reductions on costs and timers for variants, chassis', and even weight classes.
-- extending off this idea, planets that are tagged by a unit could receive higher bonus' towards defending the planet as well as passive bonus' to repair / refit
- Based on faction populations contracts could be made out to cover the costs of repairs and/or refits.
- Ranking system could be used to decrease the cost, as well as increase your pay (Rank 1 should not make the same as a Rank 5, 10, 20 etc).
- Players would not be forced to pay to have your mechs repaired, but rather the mech would be placed on a timer until repairs are completed. Paying a cost would just make the mech immediately ready for deploy.
- Loyalists cost to repair / refit would be cheaper than mercs, but mercs would have higher payouts
I love all of this actually.
I want to add a request that the warning become a recurrent popup everytime you go to the fp tab, and it it adds a paragraph directing people to get a mic and directions to finding their faction teamspeak.
#12
Posted 06 February 2017 - 01:16 PM
#13
Posted 06 February 2017 - 01:20 PM
Logistics, economics, ownerships, a greater need to have successful freelancers, and unit-warfare... all coming from Repair and Refit.
I'm hopeful that the Call to Arms mechanic will be revamped so that groups that aren't 12 people and enter the queue will trigger the Call instead of when the enemy has entered the queue. This way freelancers will know they are joining up with a group rather than the likelihood that they are joining up against a group.
naterist, I know its difficult for loyalists to see this message more than once, but as a merc you see that message every time you take a new contract. Its under that tab when you are selecting a new faction to join.
#14
Posted 06 February 2017 - 01:30 PM
However, while we have short duration 'matches' there is no chance for attrition which means there is no need for a repair/rearm function. It also needs to be supported by a retreat function so we can take a badly damaged mech and repair it at a lower cost that a completely destroyed one. But simply, at the moment, the 'matches (I really hate calling them that) are not long enough.
There is a way to implement it relatively simply with no c-bill cost, but requires a significant change to the way Faction Play works currently.
#15
Posted 06 February 2017 - 01:34 PM
GoatHILL, on 06 February 2017 - 11:10 AM, said:
1000 damage guaranties X amount of Cbills.
Maximum repair bill = X minus 20%. With good play you would not max out your repairs.
Ammo costs are on the player. Maybe give loyalist and long term contract players a discount.
CW should not be comp play but it should be hard mode not where players go to level their mechs.
The cost needs to be on the unit for FP
#17
Posted 06 February 2017 - 02:03 PM
Monkey Lover, on 06 February 2017 - 11:59 AM, said:
Now there is a great way to completely kill the mode. You will NEVER get new blood into the FP mode with this idea.
Punishing folks for poor play is not going to fix FP.
Only fun will. If folks have fun, you will get more players. More players will become better players.
AFTER the mode is fun for EVERYONE (even if you lose).... then you can start rewarding good play as an extra incentive. It is a game. People play to have fun. Start there.
That is how you fix FP.
#18
Posted 06 February 2017 - 02:04 PM
naterist, on 06 February 2017 - 01:09 PM, said:
Repair and rearm makes pug stomping more rewarding than playing close match against a team of similar skill. Forgive me for asking, but aren't you against pug stomping?
#19
Posted 06 February 2017 - 02:04 PM
As for the retreat, you have the eject mechanic. Currently the game rewards players with 'salvage bonus' for when they destroy an enemy mech, which is based upon the % of hp left when the enemy is destroyed. That same mechanic can be used to determine the repair cost as it accurately determines how much of your mech was left.
Another interesting tidbit of a Repair / Refit system would be that if you don't have the cbills to repair your mechs, you can drop into quick play to earn money and come back with repaired mechs. Which will then be cheaper as time has been applied to your mechs, so the cost will be cheaper.
What's that, you have unit mates that are low on funds? PGI, could we please allow Unit coffers to cover the costs of repair/refit as well please? Something similar to how Guild Banks in World of Warcraft operate. In WoW Guild leaders could assign an amount usable to their members for equipment repairs.
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