Rewards Based Upon Weight Class
The rewards for dropping into a match have not scaled with the new rearming costs. This makes all ammo based mech builds unvialble for long term play, due to the high cost of ammo. This proposal utilizes a pilot's mech weight class as the base reward instead of the current flat rate. The bigger the mech the more money they should recieve to cover their costs.
The first number is for a win and the second number is for a loss.
Light Mechs: 100,000/50,000
Medium Mechs: 150,000/75,000
Heavy Mechs: 200,000/100,000
Assault Mechs: 250,000/125,000
For example, a Jenner F pilot will earn 100,000 for a win and 50,000 for a loss. The other bonuses will further increase the payout for for performing their role. They will be able to progress within the game.
When the repair and rearm costs are accounted a player should be able to break even on a loss and make a minimum of 100,000 for a win. The goal is for players to advance within the game without them feeling that they aren't progressing or even worse their progression goes backwards. Without a steady progression a player will leave the game frustrated and will impact possible earnings of PGI.
Bonus Rewards
The following will replace the current end of match bonuses values and make earnings truly based upon a player's skill. Bonuses will be figured by using Kill Assists Ratio, K/D ratio, and W/L ratio. A pilot may progress in quality level when they maintain their stats in two of the three areas used for performance. They will advance upon reaching the threshold for the next level for two of the three stats.
Kill Assists ratio would be the number of assists divided by the total number of matches played or it can be figured like K/D is. Since Kill Assists are considered the same as Kill shots it should be figured in the manner above.
Green pilots would be classified according to these stats to determine their match bonuses. Match bonuses would be as they are now.
Kill Assists ratio: up to 1.0
K/D ratio: up to 1.0
W/L ratio: up to 1.0
Average pilots would be classified according to these stats to determine their match bonuses. Match bonuses would be double.
Kill Assists ratio: 1.1-2.0
K/D ratio: 1.1-2.0
W/L ratio: 1.1-2.0
Veteran pilots would be classified according to these stats to determine their match bonuses. Match bonuses would be triple.
Kill Assists ratio: 2.1-3.5
K/D ratio: 2.1-3.5
W/L ratio: 2.1-3.5
Elite pilots would be classified according to these stats to determine their match bonuses. Match bonuses would be quadruple.
Kill Assists ratio: 3.6+
K/D ratio: 3.6+
W/L ratio: 3.6+
Using myself as an example, my current stats, that I can see, are a K/D ratio of 4.57 and a W/L ratio of 5.6. This puts me in the elite pilot category and I should be earning quadruple match bonuses. By piloting a Catapult I should be earning at least 150k net earnings for a win and breaking even on a loss.
Repair and Rearm Costs
I went through and put together a list of the weapon and ammo cost currently in the game. Ammo for missiles are used to deter using them due to high cost. However, the replacement cost for other weapons is far, far higher than what missiles cost. Ballistics are the hardest hit with the ammo cost and the high replacement cost for a destroyed weapon. Energy weapons are the better alternative to the two others. The first number is the purchase price and the second number is the replacement cost for destroyed weapons. The repair cost is 1.75%.
Energy Weapons
Small Laser: 22,500/393.75
Medium Laser: 80,000/1,400
Large Laser: 200,000/3,500
ER Large Laser: 400,000/7,000
Small Pulse Laser: 32,000/560
Medium Pulse Laser: 120,000/2,100
Large Pulse Laser: 350,000/6,125
PPC: 400,000/7,000
ER PPC: 600,000/10,500
Ballistic Weapons
MG: 10,000/175
AC/2: 150,000/2,625
AC/5: 250,000/4,375
UAC/5: 400,000/7,000
AC/10: 400,000/7,000
AC/20: 600,000/10,500
Gauss Rifle: 600,000/10,500
LB 10-X: 800,000/14,000
Missile Weapons
LRM5: 60,000/1,050
LRM10: 200,000/3,500
LRM15: 350,000/6,125
LRM20: 500,000/8,750
SRM2: 20,000/350
SRM4: 120,000/2,100
SRM6: 180,000/3,150
SSRM2: 30,000/525
Ammo
AMS: 2,000
MG: 2,000
AC/2: 975
AC/5: 4,500
AC/10: 6,000
AC/20: 10,003
Gauss Rifle: 20,000
LB 10-X: 19,995
LRM: 30,000
LRM+Artemis: 60,120
SRM: 27,000
SRM+Artemis: 54,000
SSRM: 54,000
Armor
Standard: 10,016 per ton
Ferro-Fibrous: 19,999 per ton
The best weapon in terms of replacement cost for each category are SRM2 for missiles, MG for ballistics, and Small Lasers for energy weapons. SRMs have the best cost ratio of 270 C-Bills per round. MGs have 1 C-Bill per round. If you are a free player with an average payout of 150k for a winning match and you lose the bigger weapons you are looking at a huge loss of C-Bills. This is just for replacing them. If you lose a match this is even worse.
If a f2p player earns 150k for a nearly perfect match, but suffers 2 tons of standard armor damage, loses a Gauss Rifle, and uses 6 tons of ammo; minus any repair costs to internal structure and other expenses like engines and heat sinks. His/her repair cost is going to be 20,032+10,500+120,000=150,532. They will incur a net loss of 532 C-Bills for winning the match and not dying. Taking the same damage and losing the match, earning 75k, they will incur a net loss of 75,532 C-Bills. Is it worth it to even fight in a match? Is it worth is to even play the game?
**EDIT**The above system will only apply for people dropping into a match with an owned mech. Trial mechs are not part of this system and will use the current earnings in place.
EDIT 2: I reworked the bonus system and added it to this post.
Edited by James The Fox Dixon, 08 November 2012 - 02:01 PM.