Every game has to make money. In the past Online games generally made their money through box sales, subscriptions or both. Recently though there have been a number of games that are known as Free to Play that make their money through micro transactions. Games like Lord of the Rings Online, World of Tanks, Star Trek Online and a couple comicbook superhero games, just to name a few. All these games have cash shops where items are sold for real money, items that enhance your gameplay without making you to powerful, though some do it better than others. Here's a few ideas I had about what might be charged for in MW Online to keep the game afloat. Let me know what you guys think of them and what else you think might be charged for.
I. Rare 'Mechs.
My guess is that there are going to be some 'Mechs that are canonically extremely rare in BattleTech which will be found in the game store. Putting them in the game store helps keep them rare on the battlefield (hopefully). They might also work like premium tanks in WoT where they earn slightly more money per battle, if you're fighting for a house military you might also get a slight increase in rank xp per battle by using these 'Mechs as well. The rational is that you're driving a rare 'Mech which makes you more noticeable/famous/infamous which allows you to command higher fees or get promoted more easily.
On the other hand rare 'Mechs might work like specialty ships in STO. There's no bonus to buying the original Enterprise in that game, but it looks cool and for the old timers who have fond memories of it it can be worth the money. Same for 'Mechs, you had a 'Mech you really liked to tabletop with back in the day, but its technically a rare 'Mech you'd have trouble finding, so they put it in the store and you can buy it fulfilling those life long dreams of driving the thing.
The one thing that store bought 'Mechs cannot have is any sort of battlefield superiority to 'Mechs acquired normally. They have to reflect the same capabilities they would have on the TT when compared to other 'Mechs.
II. Major 'Mechlab modifications.
Personally I think the 'Mechlab cannot work like either the TT rules, MW3 (which was a very accurate representation of the TT rules if I remember correctly), or like MW4. With complete freedom to customize 'Mechs it destroys the uniqueness of certain models, it can ruin game balance and its horrible from an engineering stand point.
a) Uniqueness: if any 'Mech can be modified to carry any load out then they're nothing more than skins. Any load out means the 'Mechs no longer have their traditional play styles, the ones that made them unique and interesting when played on the table top, or read about in the books. 'Mechs become simply a "what do I think looks the coolest" rather than "what fits my playstyle."
b ) Game Balance: I'm not talking about MMO style DPS/Tank/Heals, paper/rock/scissors style balance here. I'm talking the idea of creating a 50 ton 'Mech with 12 medium lasers, max armor and enough double heatsinks to dissipate the heat (my brothers ride in MW3). Simply put given a full freedom 'Mech lab people will be munchkins and create "boats" which while are effective don't require any real skill to play and aren't a whole lot of fun for non-munchkins.
c) Engineering standpoint: Different weapons are going to have different effects on the chassis that have to be taken into account when designing the physical structure of the 'Mech. Ballistic weapons don't generate much heat, but there's a ton of recoil and you have to dispose of the shell casing (unless you use caseless or are firing Gauss weapons), lasers on the other hand have zero recoil but generate a lot of waste heat and need copious amounts of energy. The stock Hunchback is going to be designed to handle the recoil from an AC/20 and disposing of its empty casings.
If you change the load out to be lasers the reinforced structure is going to be useless and is going to be subject to heat stresses it wasn't designed for, this will decrease the lifetime of the frame and increase the chance something mechanical could go wrong and knock your 'Mech out of action. There is an official variant designed to handle the heat of multiple lasers, but not the recoil of an AC/20 (its the one in the trailer) so going back to an AC/20 is going to cause all sorts of problems with the frame that's designed to deal with heat not with recoil.
My suggestion is a 'Mechlab where things are divided into three categories:
1. Instant/basic tasks: Things like changing your paint scheme, changing the type of armor, adding decals, and modifying the camo pattern. There would be a selection of paint schemes, camouflage and decals that would cost C-bills. There would also be additional schemes, camo patterns and decals you could buy using real money. Both C-bill and real-bill versions of these items would have no effect on game play, it would be cosmetic only. Armor would always be bought using C-bills and never real-bills.
2. Normal tasks: Normal tasks is simply switching weapons around, adding/removing heat sinks, increasing/decreasing the amount of armor protection and where its placed, and adding or removing non-weapon components like BAP, C3 and Guardian ECM. These tasks would never cost real-bills, never ever.
a) Each change would cost the price of the item being added (regardless if you owned it already) and a fraction of the cost of the 'Mechs purchase cost. This price is cumulative, every thing you want to change you have to pay its cost and the fractional cost of the 'Mech. If the fractional cost of the 'Mech is set to 1/8th and you change 8 things you just spent as many C-bills as it cost to buy the original 'Mech, plus the cost for every single item you added.
b ) There would also be a time component. For every change you made there would be a 4hr real time wait to complete the task. This time "cost" would be cumulative as well. For the 8 changes scenario your 'Mech would be out of action for 32 hrs forcing you to play one of the other 'Mechs in your stable.
c)Tthere is also constraints on what you can do.
1. You cannot change one type of weapon to another, so no ballistic to energy to missile. If you want to change the types of weapons it has you have to buy the proper variant.
2. No change can be greater than one degree of separation. Weapons would have degrees of separation for example a Large laser would be one degree from a Medium Laser, a PPC and an ER Large Laser. So if you had a Large Laser the only things you could change it for would be Medium Lasers, a PPC or a Large Laser (assuming you had the criticals and the tonnage for it). AC/20 could only be swapped for a Gauss or AC/10. An AC/10 can be swapped for an AC/5, LB/10X or an AC/20. Missiles would be similar, SRM6 being once removed from SRM4s, LRM-15s and LRM-20s. While LRM-10s would be once removed from LRM-5s, LRM-15s and SRM-4s.
3. You can conduct multiple changes. If you have an AC/5 and you want to replace it with a Gauss you would have to strip the AC/5 and replace it with an AC/10 once that change was done you could replace the AC/10 with an AC/20 and finally the AC/20 with the Gauss rifle.
d) You could buy "extra techs" from the cash shop that would decrease the modification time and cost by a percentage. The greater the percentage the more real-bills it cost and you cannot buy anything larger than a 50% reduction in time and C-bill cost. These would be time based buffs that could last a few hours or days, or the could be based on job, reducing the cost of a single job by whatever percentage.
3. Total Rebuilds: This level of task is the most extreme and covers structural modification. Changing engines in any way, rating or type (standard, XL) and changing skeleton (endosteel, standard) or any other type of modification that requires the total dissasembly of the 'Mech falls under this category. There would be three separate costs to do this:
1. Real-bills: You would have to go to the cash shop and buy a token of some kind, call it an "engineering team" token. This would be a flat charge paid any time you wanted to change the basic structure of the 'Mech.
2. C-bills: There would be a flat charge in C-bills which could be 2 to 3 times the cost of the 'Mech to reflect the labor. The cost of the new equipment (engine, chassis) would also be charged.
3. Time: The extensive nature of the changes would put the 'Mech out of action for a week.
Any other modifications at this time would not be charged the normal fraction of the 'Mechs cost as the 'Mech is already being disassembled, however you would still have to pay the cost of the components. Adding or removing jump-jets would fall under this level, but would cost less in all categories and you would have to pay normal full prices for any weapon/equipment/armor modification.
This 'Mechlab would allow people the freedom to come up custom 'Mech configurations, yet it would minimize the ability for people to create "boats" and make variants more important. It would also help 'Mechs keep their identity rather than becoming generic skins. And it would reflect the serious amounts of money and time it takes to customize 'Mechs. All of this while being more sound an idea than willy-nilly modification.
III. Time based loot perks: If winners and loosers get paid for participating in battle and the winners get salvage (either based on their contribution or randomly determined by the game) then these perks would increase the value of your rewards. It would simple increase the value of what you recieve by a percentage (no more than 10%). If you get paid x C-bills normally you'd get paid 1.1x C-bills. If you got salvage valued at y C-bills normally, you would recieve salvage valued at 1.1y C-bills. These buffs would last for a limited time before they wore off.
IV. Partial subscription/premium/VIP: Lord of the Rings Online and Star Trek Online allow people to be monthly subscribers. Monthly subs get access to things that F2Pers have to buy piecemeal, like quest/mission packs, zones, multiple characters, multiple ships, etc. World of Tanks has the "premium account" which increases the amount of experience and money you make per battle. MechWarrior Online could use something similar to either idea depending on how they're going to do missions and battles.
So four different revenue generating ideas, and an extensive idea for 'Mechlab. What're your guyses thoughts, opinions and ideas?
Edited by Kartr, 01 March 2012 - 09:20 PM.