Jump to content

Reward System Based On Mastered Mechs


6 replies to this topic

Poll: What do you think about a Reward System? (6 member(s) have cast votes)

Do you think a reward system similar to this would help mitigate the additional cost of the new skilltree?

  1. Yes, it would help (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Not, it would not help (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Maybe, but it would need a different system (6 votes [100.00%])

    Percentage of vote: 100.00%

Which of the Variants proposed here would work best in your opinion?

  1. Variant 1 (Linear increase) (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Variant 2 (Breakpoints) (1 votes [16.67%])

    Percentage of vote: 16.67%

  3. Something else entirely (Explain in the Comments) (5 votes [83.33%])

    Percentage of vote: 83.33%

Vote Guests cannot vote

#1 FunkyT

    Member

  • PipPipPipPipPip
  • The Boombox
  • The Boombox
  • 139 posts
  • LocationAt the Front, overextending, with no support

Posted 07 March 2017 - 11:03 AM

So from what I can tell, the most common complaint would be the additional cost of the new skill tree. While you get the bonus of several modules for a price way lower than the actual module cost, you'll still need to sink quite a lot of C-Bills into your mechs. Money, that would otherwise be used to buy and equip more mechs.

So maybe a reward system could help with that. Give the players some incentive to master many mechs, instead of implementing the new mastery as a "necessary evil" in order to stay competitive.

Disclaimer:
The numbers proposed here are obviously completely up for debate. I don't claim to know how to balance the economy of games or anything. It's just an idea that I think could work out.



Reward System based on the number of mastered mechs

To encourage players to invest into their mechs and help compensate the cost for each individual mech, you could reward them with a global C-Bill boost, based on how many mechs are mastered.

For example:
Mastering your first mech gives you a global C-Bill boost of 7.5%. This bonus would be multiplicative with other C-Bill boosts, since that's how these things work in the game (correct me if I'm wrong).

Variant 1:
After that, this bonus might increase in a linear fashion for every other mech mastered (e.g. 0.75% added to these 7.5% per mech), up to maybe a set maximum bonus, like 30%.

Variant 2:
As an alternative, the increase might come in breakpoints. So mastering the first mech grants the already mentioned 7.5%. Having 3 mechs mastered may increase this bonus to 10%. for 5 mechs it may be 12.5%, for 10 mechs 15% and so on. Again, probably up to a set maximum.


What the players get:
Mastering mechs will pretty much be mandatory to stay competitive. But instead of generating an endless C-Bill sink that just gets bigger with more mechs, a reward system like that would help them to get enough C-Bills to master the next mech. At some point, the bonus (together with other bonuses like Heroes / Special Variants and Premium Time) will likely get big enough to almost negate the cost per mech. This way, you would more or less end up in the same state as before the new skill tree system. Skilling your mech would basically pay for itself and therefore be (more or less) free and you would grind only to buy and equip new mechs.

What PGI gets:
Probably less complains about the system being too expensive. Posted Image

While individual mech sales (for real money) might decrease because eventually the reward system would help players buy mechs faster, sales of mechbays would likely go up since people would fill up their accounts faster. Additionally, players might buy more Hero mechs and Premium Time, because those bonuses would rack up pretty fast.



Of course everything stated here is up for debate. It's just an idea I got, because of all the complaints about the new systems cost.
However, some points I wouldn't touch. One of these would be the fact, that the first mech mastered would give the biggest boost. This would probably benefit new players the most, who would have to spend all their hard earned C-Bills on just one mech, delaying other new mechs they would want to buy.
Similarly, I wouldn't restrict such a mastery reward only to the mastered mech, like say "mastered mechs gain a 15% C-Bill boost". That would likely lead to monotony, since you would probably just stick to your mastered mechs, feeling like your missing out as soon as you pick another one.


Update 1:
Added a poll to the topic. Maybe this way we can get some opinions from users, who don't want to write comments.
Let me know, if you think there should be more options.

Edited by FunkyT, 08 March 2017 - 05:31 AM.


#2 FunkyT

    Member

  • PipPipPipPipPip
  • The Boombox
  • The Boombox
  • 139 posts
  • LocationAt the Front, overextending, with no support

Posted 09 March 2017 - 02:24 AM

Push.


Sorry if this seems lazy, but I would love to hear some opinions on a reward system like this.
From what I see, lots of long-time players threaten to leave the game behind because of the new skill systems economy. PGI probably doesn't want that to happen, but also doesn't want to just hand out those skills for free.
So maybe a system similar to this might help to keep more players in the game, while still being fairly simple to implement into the game via the already existing framework of the ingame achievements.
Or maybe I'm just chasing dreams with this one, I don't know.

#3 Amsro

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 3,441 posts
  • LocationCharging my Gauss Rifle

Posted 09 March 2017 - 08:15 AM

I won't be leaving, but I'm not impressed that I need to make 900,000,000 cbills to master my 170 mechs.

This is the very reason I only had 20 or so modules, to avoid spending obscene amounts of cbills for every mech.

But now I do, I can't just swap skills around from mech to mech, like I did with modules.

Next you won't be able to swap engines and equipment around, it will be locked to mechs and require more cbill tax. Posted Image

#4 XDarkPrinceX

    Member

  • Pip
  • The Warden
  • The Warden
  • 18 posts
  • LocationToronto

Posted 10 March 2017 - 12:22 AM

Think the system for multiple variants should stay close to where it is, if you are going to invest time into mastering more then one variant then it should reflect the same way it is now by boosting up all previous unlocked skills.

so mastering 3 variants would give you a double boost on all for their unlocked skill plus an extra module etc etc.

so to take that to the new system if you master 3 variants all variants of that mech will have a 2x multiplier on their skill tree stats.

#5 Elizander

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 7,540 posts
  • LocationPhilippines

Posted 10 March 2017 - 12:58 AM

I'd rather PGI just make Basic/Elite/Master skill tree templates (not including weapons, just mobility/operations/sensors at most) and points will depend on the skill level of the mech now. It will have nodes unlocked to make it close to its current performance (but we know it can't be 100% equal) and paste that on every skilled up mech on patch day.

#6 FunkyT

    Member

  • PipPipPipPipPip
  • The Boombox
  • The Boombox
  • 139 posts
  • LocationAt the Front, overextending, with no support

Posted 10 March 2017 - 02:34 AM

I'm not sure we're all on the same page here.

This post wasn't made to discuss the balancing of the new skilltree or on how it could be changed. There's plenty of other threads already doing that.

This was supposed to toss out ideas on how the economy of the new system could be made more user friendly. Some sort of C-Bill reward for investing your ressources into mastering mechs rather than buying new ones.
As I already said, the new system will make mastering your mechs pretty much necessary, requiring you to feed it large portions of your funds. So in order to still be able to regularly buy and equip new mechs, there should probably be some sort of compensation.
A global C-Bill boost wouldn't cut out the grind, since this "grind" is pretty much the game (play a match, get paid, rinse and repeat), but it might accelerate it enough to offset the additional cost of the skill system and enable players to buy new mechs about as frequently as with the current (old) system.

#7 process

    Member

  • PipPipPipPipPipPipPipPip
  • Star Colonel II
  • Star Colonel II
  • 1,667 posts

Posted 10 March 2017 - 05:19 AM

I'd rather see a system where the skill nodes for all variants of the same chassis are shared, which is to say unlocking a skill node unlocks it for all variants. You'd still have to invest XP and/or Cbills to activate them per variant or per individual mech, and perhaps the cost per node would need to increase to compensate. The explanation is your proficiency in one variants of a mech should carry over to the whole chassis.

Admittedly this would likely be a cost increase from the latest PTS for those with only a single variant -- maybe the XP/Cbills to activate a node is eased to compensate.. However, coupled with a permanent skill node unlocked system, this would encourage investment not only in multiple variants per chassis, but more fully into the skill tree. As it stands I think most people will try to tactically places their 91 SP and leave it at that -- I would like to have a reason to word towards unlocking the full skill tree so that I can experiment with different node configurations.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users