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Two Things MWO Needs and one thing it doesn't.


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#1 Hayden

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Posted 07 November 2011 - 03:36 PM

Two things MWO Needs:
Everything has a price; you earn C-Bills based off success in battles (C-Bills earned for doing damage, successful kills, etc. game play based stuff). C-Bills are accrued at a fairly slow rate, but can be purchased by players. You can do anything with C-Bills and no part of the game is blocked off or requires money.

‘Mechs can be customized, but it costs a lot more than buying a new, regular ‘mech. This encourages players to use canonical ‘mechs, while allowing for the possibility of modification which also is canonical but rare. This also causes Omni-Mechs to be useful, because after buying them (EDIT)players(/EDIT) could switch between variants for free, rather than having to pay for modifications.

...and one thing it dosn't need, but would be awesome: Objectives.
I would like to see strategic targets for the Successor States to capture. At this point, all I have in mind is factories, but here’s how it would work in short: the FedCom controlls the planet Kathil (or whatever “province” Kathil is in) giving that faction the General Motors factory there. This factory builds Marauder battlemechs, jump jets, fusion engines, communications systems, and AC/5s, whichlowers the cost of these items.

Now, let’s say the Capellans capture that planet: in addition to a nice XP boon for the participants in the battle (for capturing an important objective), the Capellans get the GM factory there. They now get access to cheaper Marauders, and lower costs for jump jets, fusion engines, communications systems and AC/5s and by extension new Battlemechs that use that equipment.

So, what do you folks think?

Edited by hayden, 07 November 2011 - 03:43 PM.


#2 Sheogorath

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Posted 07 November 2011 - 03:44 PM

View Posthayden, on 07 November 2011 - 03:36 PM, said:

Two things MWO Needs:
Everything has a price; you earn C-Bills based off success in battles (C-Bills earned for doing damage, successful kills, etc. game play based stuff). C-Bills are accrued at a fairly slow rate, but can be purchased by players. You can do anything with C-Bills and no part of the game is blocked off or requires money.

‘Mechs can be customized, but it costs a lot more than buying a new, regular ‘mech. This encourages players to use canonical ‘mechs, while allowing for the possibility of modification which also is canonical but rare. This also causes Omni-Mechs to be useful, because after buying them plays could switch between variants for free, rather than having to pay for modifications.

...and one thing it dosn't need, but would be awesome: Objectives.
I would like to see strategic targets for the Successor States to capture. At this point, all I have in mind is factories, but here’s how it would work in short: the FedCom controlls the planet Kathil (or whatever “province” Kathil is in) giving that faction the General Motors factory there. This factory builds Marauder battlemechs, jump jets, fusion engines, communications systems, and AC/5s, whichlowers the cost of these items.

Now, let’s say the Capellans capture that planet: in addition to a nice XP boon for the participants in the battle (for capturing an important objective), the Capellans get the GM factory there. They now get access to cheaper Marauders, and lower costs for jump jets, fusion engines, communications systems and AC/5s and by extension new Battlemechs that use that equipment.

So, what do you folks think?

Not a bad set of ideas actually. Cbills and limited customization are completely necessary in my mind. The latter idea of objectives has much potential, but I think we should have it be a bit more open, such as having raid or sabotage missions in addition to the full scale planetary invasions. As for taking a planet, as long as it is just that planet and not a whole "provence" it should be fine, seeing as how in the succession wars, it often was just the handful of planets going back and forth, and not often entire provences going. (1st and 4th being the execptions)

#3 Hayden

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Posted 07 November 2011 - 03:58 PM

View PostSheogorath, on 07 November 2011 - 03:44 PM, said:

Not a bad set of ideas actually. Cbills and limited customization are completely necessary in my mind. The latter idea of objectives has much potential, but I think we should have it be a bit more open, such as having raid or sabotage missions in addition to the full scale planetary invasions. As for taking a planet, as long as it is just that planet and not a whole "provence" it should be fine, seeing as how in the succession wars, it often was just the handful of planets going back and forth, and not often entire provences going. (1st and 4th being the execptions)


Yeah, I felt it was important to keep things relatively short on the first post. I think the dev team really needs to go for "elegance" (read: simplicity) in this game to bring in people. I think your idea of missions is a fine one, and maybe they could work out a system in which different missions could have different rewards. When I laid out that last idea i was thinking back on 3025 while reading my objective raids book.

#4 Corvus Antaka

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Posted 07 November 2011 - 04:12 PM

The ability to convert ingame currency into realworld currency a la Diablo 3. This way mechheads could actually make money too.

#5 Hayden

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Posted 07 November 2011 - 04:19 PM

View PostColonel Pada Vinson, on 07 November 2011 - 04:12 PM, said:

The ability to convert ingame currency into realworld currency a la Diablo 3. This way mechheads could actually make money too.


I can't confirm if that's a good or bad idea: what works for Blizzard might not work for Piranha. How does Diablo 3 work cost-wise? To my mind things shouldn't take a ton of work to earn, but be inexpensive enough that it's more appealing to pay than grind.

For example, would you rather spend a couple hours an afternoon earning that coveted Urbanmech, or would you rather just spend three dollars? I just made those numbers up, but with that ratio of time to money, I'd much rather spend three bucks.





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