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Repair & Rearm


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#101 Nightbird

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Posted 28 October 2017 - 11:51 PM

Only hurts pugs more in FP. The one who actually need cbills will get less of it after getting rolled and losing all 4 mechs.

#102 GoatHILL

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Posted 29 October 2017 - 12:05 AM

If you had read the thread that's the point. If they can't do 1000 dmg they should be in QP learning how to play. New players should not be playing CW because they can get 300K a game. I'm a pretty poor player and I get 250K a good bit in QP.

Players that can't do 1000 dmg are a rock tied around the rest of their team and are no fun to stomp repeatedly by the winning team.

CW should not be comp mode but it should be hard mode. I should never see an LRM King Crab in CW.

#103 Nightbird

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Posted 29 October 2017 - 12:27 AM

99% of the people that play FP are pugs, you want to get rid of them all?

#104 Khobai

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Posted 29 October 2017 - 07:54 PM

R&R on its own is pointless. its just a tax on players with no benefits.

the only reason to have something like R&R is if you go ALL THE WAY with it and have a fully immersive logistic minigame where you have to manage all kinds of limited resources, salvage, black market, etc.. for your merc company and basically run it like a successful business

then youre getting some immersive benefit out of it at least.

but that would require a major overhaul to how faction play works so you can only use mechs in factionplay that have been purchased by your merc company specifically for faction play. no outside cbills would be allowed, only ones earned in faction play. and loyalist players would use loyalty points instead.

in other words its not gonna happen.

Edited by Khobai, 29 October 2017 - 07:57 PM.


#105 Lukoi Banacek

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Posted 29 October 2017 - 07:58 PM

R&R simply widens the gap between haves and have nots. It's especially disabling to new players and will only serve to drive more of them from the game before they can become firmly vested in what's going on, with some tangible sense of reward.

The grind is already strong enough for the casuals, the less capable and the newer players. This would make it worse. R&R is never ever going to make a dent in whales like me, and frankly you just make it easier for the bulk of tryhards who would continue to earn c-bills at an ever widening rate compared to the "have-not" crowd, who now cannot afford to even keep up with them equipment/consumable wise.

It brings nothing helpful to the game besides an almost imperceptible added amount of immersion, and punishes huge swathes of the playerbase. It would also further degrade the FP playerbase, an already struggling and small demographic. You want to drive people already tepid on FP away? This would certainly help do so in many cases.

Would not recommend using R&R in any mode in this game currently, FP or QP.

Edited by Lukoi Banacek, 29 October 2017 - 07:59 PM.


#106 Davegt27

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Posted 29 October 2017 - 11:01 PM

what other games had somewhat of R&R

or we should say a logistics/supply mechanic to a game?

and did this mechanic work?

#107 50 50

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Posted 30 October 2017 - 01:19 PM

View PostNightbird, on 28 October 2017 - 11:51 PM, said:

Only hurts pugs more in FP. The one who actually need cbills will get less of it after getting rolled and losing all 4 mechs.


That's why we don't base it on c-bills and the match earnings.

View PostKhobai, on 29 October 2017 - 07:54 PM, said:

R&R on its own is pointless. its just a tax on players with no benefits.

the only reason to have something like R&R is if you go ALL THE WAY with it and have a fully immersive logistic minigame where you have to manage all kinds of limited resources, salvage, black market, etc.. for your merc company and basically run it like a successful business


Agree that it needs to have level of depth to it, but a managed resource system is going to go too far. At least at this stage.
Right at this point we could use a simpler resource point system as the currency so it does not reduce the direct c-bill earning.
But we then need to maintain damage states on the mechs which requires a change to how we join and participate in Faction Play and how we use and manage our drop decks.
It also means adding a reason/reward for completing the different modes in Faction Play.

https://mwomercs.com...-it-a-campaign/

Not perfect, but continuing to work through some details.

#108 GoatHILL

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Posted 08 February 2018 - 12:16 AM

Bump.

End bad play in CW so people will want to play again.

#109 Black Ivan

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Posted 08 February 2018 - 12:40 AM

Repair and rearm won't solve all the problems of the demise of FW

#110 iLLcapitan

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Posted 08 February 2018 - 04:16 AM



#111 meteorol

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Posted 08 February 2018 - 04:32 AM

View PostGoatHILL, on 08 February 2018 - 12:16 AM, said:

Bump.

End bad play in CW so people will want to play again.


Point still stands. R&R was easily one of the worst mechanics that ever made it into the game. Removing it was among the top three best decisions PGI ever made.

It's nothing but a tax on income, won't save FP, won't do any good for this game, won't bring any players back. If anything, it will further reduce player count. Which is exactly what FP does not need.

It's a terrible idea, it has always been a terrible idea, and it will always stay a terrible idea. Plain bad, discussed over and over, always to the same result: it's terrible.

At the end of the day, there is one good thing to R&R: It will simply never come back to any gamemode of MWO, there is a flat 0% chance that PGI ever implements that piece of trash mechanic again.

#112 justcallme A S H

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Posted 08 February 2018 - 05:36 AM

^ this. and thank god it'll never come back.


Stop "bumping" the empty trashcan with pointless bumps for horrid ideas.

#113 Xannatharr

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Posted 08 February 2018 - 08:39 AM

This thread already died, please let it...

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#114 GoatHILL

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Posted 08 February 2018 - 10:00 AM

View PostXannatharr, on 08 February 2018 - 08:39 AM, said:

This thread already died, please let it...

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From hell's heart I stab at thee; for hate's sake I spit my last breath at thee.

#115 Xannatharr

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Posted 08 February 2018 - 11:54 AM

I admire your persistence!

#116 SuperFunkTron

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Posted 08 February 2018 - 02:45 PM

The only way that R&R could be a viable mechanic is if there was a short campaign system in which a unit has preset amount of c-bills invested. In the current FP, it would only be a burden as the most significant thing we we are fighting for is some paint on a planetary line. I really hope they eventually create a system in which R&R would be a viable element affecting strategy and not just something tacked on by force.

#117 ANOM O MECH

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Posted 08 February 2018 - 03:46 PM

View PostGoatHILL, on 06 February 2017 - 11:10 AM, said:

Only in CW.

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.


You'd be a lot better off all around if players had to reach tier three to unlock CW.

#118 Yondu Udonta

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Posted 08 February 2018 - 05:22 PM

Time to further discourage new players from playing FP because now when a noob finishes a game he loses c-bills.

#119 GoatHILL

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Posted 08 February 2018 - 07:40 PM

View PostYondu the Ravager, on 08 February 2018 - 05:22 PM, said:

Time to further discourage new players from playing FP because now when a noob finishes a game he loses c-bills.


Exactly. Noobs need to learn the game before they venture into CW.

#120 Stealthrider

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Posted 09 February 2018 - 12:59 AM

Already exists. It's called "using consumables."

/thread





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