This is from my example in that thread.
http://mwomercs.com/...n-weight-class/
Quote
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.
Let's clarify the hours in regards to a casual player that plays about 2 hours a night. For the 18 hours spread into 2 hour increments they would earn enough c-bills to buy a second variant in 9 days. For the 29.3 hours, it will be 15 days to buy the second variant.
As it is shown that the current economic is unsustainable for 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.
PGI could fix it by implementing a comprehensive reward system that accounts for mech weight and in game performance. This will bring in new players and keep them here while the current system will drive them away. By implementing a reward system that fulfills their promises for all players, PGI will earn more money from MC sales for increased garage slots as well as for other items. I would welcome a developer to come in to discuss the economic model.
EDIT: Since the link above is broken this is what I said in the other thread.
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
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?
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.
Edited by James The Fox Dixon, 08 November 2012 - 02:01 PM.