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Balancing mechlab w/salvage


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#21 Nik Van Rhijn

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Posted 20 December 2011 - 04:42 AM

If you can have multiple mechs then I don't see why, at least in "campaign" mode you shouldn't have canon time values and costs for repair/build of mechs. Within the constraints set by PGI for the Mechlab. They have already said that we will have some form of customisation, so that settles part of the arguement. It remains to be seen how they are going to implement it but I would imagine that the basics are already in place for game launch.

#22 Omigir

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Posted 20 December 2011 - 06:04 AM

To put it simply,
Teir 3, can be a stretch, that is why its 20x mech cost. IE your almost building a mech from nothing.

As far as time concern goes? That will be hard to pin down what is fair. Maybe instead of 30 mins but a mech is unusable for a number of missions. so if they end up being fast missions, then so be it.

and lastly, I dont htink customization/variant restricted would stop younger kids from playing one way or the other, just like i dont think loosing a mech perma is going to stop people from playing..

First off, kids play all sorts of games with 0 customization in them. End of storry. One character, set number of weapons and what those weapons do. Further more, adults like customization just as much as kids. So 'alianating' a player group is not what it is going to do if they allow/disalow.

and finaly, which comes after lastly, In eve, people dont rage quit over loosing one ship. People reage quit when scinarios get so discustingly impossible that they cannot find a way to over come, or they get so compleatly ****** that there is no coming back from. I.E. thier entire corps years worth of work was stolen because they gave some one access to thier stuff when they should have had more discretion.

One ship is not enough, one mech will not be enough.

#23 verybad

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Posted 20 December 2011 - 12:29 PM

I think you'll get better response if you drop the kids like this, adults like that separation. It simply doens't work that way, there are loads of young plaeyrs that like customization, and loads of older people that just want to blow **** up.

A problem with comparring it to Eve is that in Eve you can play without spending real money to get those ships once you've got big investments bringing in millions of isk every day. There is no indication that that sort of economic system is planned for MWO, and it has already been said that it's NOT an MWO...I'm not adverse to the idea of such a complex economic situation, and I think the game could be made, but that isn't at all what has been described by developer's statements so far.

In Eve, you can own industries or go mining, that's not what this game is looking like at this point. Salvage can not be a self sustaining economic system on it's own as it ultimately is destroying the product. There has to be an external source of economy.

Eve is quite frankly a far more complex system than Mechwarrior has ever been. I would like something like that in the Battletech universe, I don't see that as being the current goal however.

Edited by verybad, 20 December 2011 - 12:34 PM.


#24 Omigir

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Posted 20 December 2011 - 01:23 PM

The easy answer, is in eve, if you cut all the dinustrial and PVE out, all you need to do is add in a way for players to make money off PVP, simple answer to that is just allow players to get money for doing PVP things like capture a DZ or 'down' an enemy mech. Economy does not need to be as advanced as eve to be just as good.

#25 John Frye

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Posted 20 December 2011 - 08:12 PM

View Postverybad, on 20 December 2011 - 12:29 PM, said:


-snip-

A problem with comparring it to Eve is that in Eve you can play without spending real money to get those ships once you've got big investments bringing in millions of isk every day.

-snip-



As someone who spent a good amount of time in the PvP areas of Eve, I would have to disagree over part of your characterization. Yeah, some experienced PvP pilots have steady in game investments. However, quite a few of them sell plex (purchased with RL money) for the Isk (in game currency) they need to buy ships (I know a number of folks like that). Additionally, there are some long time players that are just plain poor (they can barely afford the same ships that 3 week old players can fly), yet they still are out there regularly losing ships when they can and don't seem to be discouraged by the losses.

Edit: Additional point. To the best of my knowledge, there has been no indication that mechs will only be available through RL money. If I have missed that announcement, I am more than happy to be directed to it for review. However, without that, I think non-dev statements that try to indicate mech loses will correspond to list RL money is a theoretical statement at best and scare mongering at worst.

Edited by John Frye, 20 December 2011 - 08:19 PM.


#26 Red Beard

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Posted 20 December 2011 - 10:18 PM

View PostDlardrageth, on 19 December 2011 - 01:01 PM, said:

Can I also say that it gets rather tiresome hearing others complain about older players and their inability to adapt to an arcade-ish level. Some of the most mature and respectable players I know are old. TT veterans included. This game cannot and will not be a FPS elitists club, for gentleman under 20 only. A bit more positive attitude toward the incoming crowd might prove fruitful.

Hm, see what I did there? :D One man's hero is another man's villain, right? :)


Did you give yourself a scooby snack for that one?

#27 Nik Van Rhijn

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Posted 21 December 2011 - 03:52 AM

As a gentleman of taste and refiement he deserves a fine cigar and a vintage port.

#28 MechWarrior4Lover

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Posted 22 December 2011 - 03:59 PM

View PostKingCobra, on 19 December 2011 - 11:06 AM, said:

I think the idea has merit but the kids wont buy it or play very long under such restrictions a more open approch is needed 10-15 year olds which will be the vast majority of new mechwarrior pilot in the game dont want to wait hours to make a custom mech maybe tops 30 min.So i dont think your idea will work.Gorith i have noticed you say (WE) alot in your posts so who is (WE)? i dont think you are representing a group?are you?.Your opinions are your own if you are representing a group name them? nothing is cut and dry as far as how the game will look,play.mechlab,ect yet so i do like a few of your ideas but who knows maybe a few of your ideas will make it into the game good ;) luck.

You could customize one 'Mech and use another while waiting.

#29 Nik Van Rhijn

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Posted 22 December 2011 - 05:07 PM

Going back to one of the subjects of the OP - I think we have seen the end of salvage.

#30 Volume

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Posted 23 December 2011 - 12:42 PM

...I do not think I should need to "wait" 12 hours to use the 'Mech I just got.



View Postguardiandashi, on 23 December 2011 - 10:30 AM, said:

this is actually incorrect
in the refit rules you have ALWAYS been able to change weapons without going back to the factory.

in the current REFIT rules there are grades A-F refits
A and B refits can be done LITERALLY in the field, IE I take my marauder and pull out the right arm ppc, and replace it with an ER large laser and a medium pulse laser and I can do it quite literally in a field with not much more than hand tools.

level C and D refits need a maintenance bay such as is on most dropships
here you can swap ANY weapons and change an AC 20 for stacks of machine guns regardless of what the mech NORMALLY carries, or remove a bunch of small weapons and replace them with a big one, or upgrade the SHS to DHS

level E and F are the factory refits, things like replacing the chassis, or changing from a std to xl engine



This pretty much explains everything I was going to say. Class A and B refits would and should be instant, doable on dropships, between missions, for little to no problem...I don't know if you've read any of the Battletech/Mechwarrior novels, but people literally came back from combat in the afternoon, went up in their 'Mechs and hand-mounted SRM-6 launchers the way you would work on a car in a garage, and used them that night.

#31 TwitchTv Morkani

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Posted 28 February 2012 - 10:26 AM

I would just also like to add, the BIGGEST draw's to mechwarrior to me, was the mechlab, & salvage. pretty much the only reason i ever tried for a headshot or legshot was so i could get the salvage of the mech.

I know it's pretty late in development to ask for a concept like this, it sounds like concepts are pretty much already set in stone. i'm glad to see at least in a small part some sort of customization with the modules, but anything that can be done to expand on that, i would love to see. more customization = happy customer always.

finally, salvage, I didn't get too much in the fiction/storyline of mechwarrior/battletech, but when me and my friends got together, or during any video game play, disabling a mech was ALWAYS preferable to completely destroying the mech. i understand there will be exp given for disabling, but any larger rewards or anything to incentivize this I would support wholeheartedly, please some sort of salvage, something interesting for that. ;)

#32 TimberJon

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Posted 28 February 2012 - 10:30 AM

Possibly, the salvage will only be components that are still in operational condition, which you might upgrade your own 'Mech with. Not a whole flatbed of parts, maybe just a few.

Read about components that you might be able to salvage and upgrade here: http://mwomercs.com/...onent-upgrades/

#33 MaddMaxx

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Posted 28 February 2012 - 10:42 AM

View PostMorkani, on 28 February 2012 - 10:26 AM, said:

I would just also like to add, the BIGGEST draw's to mechwarrior to me, was the mechlab, & salvage. pretty much the only reason i ever tried for a headshot or legshot was so i could get the salvage of the mech.

I know it's pretty late in development to ask for a concept like this, it sounds like concepts are pretty much already set in stone. i'm glad to see at least in a small part some sort of customization with the modules, but anything that can be done to expand on that, i would love to see. more customization = happy customer always.

finally, salvage, I didn't get too much in the fiction/storyline of mechwarrior/battletech, but when me and my friends got together, or during any video game play, disabling a mech was ALWAYS preferable to completely destroying the mech. i understand there will be exp given for disabling, but any larger rewards or anything to incentivize this I would support wholeheartedly, please some sort of salvage, something interesting for that. ;)


Question? That Salvage you gunned for, was it during Single Player Campaign mode or Multi-Player Online mode?

If having played both, do you remember ever taking any Salvage from the Online MP battles?

#34 TwitchTv Morkani

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Posted 28 February 2012 - 11:15 AM

I've never done Multiplayer mechwarrior, except tabletop.

#35 MaddMaxx

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Posted 28 February 2012 - 11:41 AM

View PostMorkani, on 28 February 2012 - 11:15 AM, said:

I've never done Multiplayer mechwarrior, except tabletop.


And the only time I ever witnessed Salvage during years of Online Multi-Player MechWarrior was under the organized leagues where after a Match a dice roll determined what the winning team received as Salvage.

Now, as I remember it, we also had to ship our Mechs across vast open space in Jumpships (literally), drop them onto the planets via Dropships and then fight best of series to take control, only to have to pack back up onto the Dropships and relink up to the Jumpships and fly to the next destination.

I think the Salvage was a reward for the poor "********" that had to look after all the Logistics involved to make the game actually happen really. They deserved something. We Pilots got all the Glory and Hula girls. ;)

Perhaps some day, MWO will allow that too. :ph34r:





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