I put together a thread in the suggestion forum that looks at the economics of the game and shows how the current economy punishes non-founders and non-premium time players. The current system has been discussed to death in closed beta and now into open beta. Part of it was a complete revamp of the system that rewards a player based upon what they bring into a match and their performance during the match. This thread has been ignored by the developers and they have not made any comments about how they intend to fix the current economic problems.
This is from my example in the thread.
http://mwomercs.com/...n-weight-class/
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Looking at the numbers, you can see that no matter what the player does in winning the match they will always end up in the red as a free player. The only alternative they have is for free players to pilot something like a Commando or a Jenner without any of the upgrades in order to make money. However, mech ownership is the least attractive option over running nothing but trial mechs. For trial mechs, this is pure profit for the player and leads to no incentive to buy a mech nor pay MC for additional mech slots in the garage.
This is further compounded by the skill system that requires a player to buy three mech variants of the same chassis in order to gain the bonuses. With ammo based builds they will never be able to afford a second or third chassis in a reasonable amount of time. A reasonable amount of time in this discussion is about 3 hours worth of matches regardless of winning or losing. Given that newer variants cost a lot more due to level 2 equipment on them it will take them about 8 or more hours to be able to afford a second variant while using their current variant. Mech customization is off the table since that will only cause higher repair and rearm costs that further diminishes their earnings.
For example, a player is running an A1 Catapult with 6xLRM5's and 10 tons of ammo, it will take them an average of 180 matches @ a rate of 30k earnings for a win to afford a second Catapult variant. They will end up losing money to the tune of 10k or more on a loss. The average time to get the money together, at a 100% win rate, is 1080 minutes (average match time of 6 minutes) or 18 hours. This isn't a really attractive option since no one can achieve a 100% win/loss ratio, so let's look at 50% win/loss with 30k for a win and 10k for a loss. To buy the subsequent variant will require 293 matches for an average time of 1,758 minutes or 29.3 hours for the free player.
As it is shown that the current economic is unsustainable for a free players since they will leave out of frustration due to the lack of progress. They are not being rewarded for the chosen role/playstyle they were promised. Yes, PGI did promise all players that they would be rewarded for playing a role. This is what the Developer's Blog 3 states in the beginning,"Role Warfare is a term used for applying in-game mechanics and features, which assist a player in optimizing the game for their style of gameplay." It adds this at the end, "Players are now truly allowed to customize their gameplay experience to suit their play style which in itself is fairly new to on-line FPS/RPG titles." However, this isn't true according the economic system that PGI has put into place. Players are not rewarded for playing how they want to play, but are punished for choosing a role due to how the economic system is currently implemented. One key thing to note in both of PGI's statements that they refer to players not free to play players or founders or premium time players. This means they are referring to all players regardless of the other factors.
The summation of the economic system in place and that PGI has been repeatedly told about the economic system not working correctly that they simply do not care about it. They would rather drive players from the game than fix it by implementing a comprehensive reward system that accounts for mech weight and in game performance. I welcome a developer to come in to discuss the economic model and to prove me wrong that they do not care about their free players.
Edited by James The Fox Dixon, 06 November 2012 - 05:39 PM.