ForceUser, on 15 November 2012 - 05:25 AM, said:
0.o
NO NO NO.
You did not read my post. I said repair and rearm is 20k becuase
a) I did not use the ammo NO RELOADS

because I went and stood still infront of the enemy team I did not get my ammo/armor/weapons shot off
c) the enemy team went straight for my CT, that only has an engine in it.
The 200k in 3 min is conservative as well. Thats for a bad case scenario where the team loses and only kills 3 enemies. with a 50% win rate every other game you'd get a 300k-400k match.
IS 400k in 3min of play right?
No No No because the repairs are NOT the same for all the mechs. Thus your argument fails. Try again and with lore next time.
Terror Teddy, on 15 November 2012 - 05:25 AM, said:
So, in short. The more expensive the mech, the more possible earnings I receive?
So to put a story on your jenner example to put things into perspective.
Mercenary Goldchain McMechpimping is ona patrol duty with Poorman Stockmecher on a patrol and escort duty. They do the job and get a reward of 378 000 credits.
McMechpimping demands more money that his colleague for the exact same job because he needs the more expensive turtle wax to polish his more luxurious mech.
Does that even sound LOGICAL to you?
Someone who is RICH should get PAID more just BECAUSE?
So basically you want to remove the Risk VS Reward when bringing something expensive unto the field?
Troll post not worthy of reply. You copied Force User's earlier posts. Plagiarism anyone?
Weiland, on 15 November 2012 - 05:20 AM, said:
My personal theory was to give individual mechwarriors a standard reward maximum based on their dragoon rating and the cost of their mech, then start players at 0% of it during a match. The system would give increments of 5% based on various factors of participation. Average players would get 35-50%, even on a loss. Good players would earn 60 or 70%. The really great ones would approach 100%, but even spectacular wins never earn more than 100% of the base maximum that was assigned before drop - or contract signing, whatever.
So, in theory, a Jenner with a limited build and a low Dragoon rating might only rank about 125-150K or so maximum, then would get incremented for scouting, spotting, assists, overall damage, etc. An Atlas with a premium component loadout, on the other hand, and that had a high-end Dragoon rating would have around a 350K+ maximum, and would gain increments for the same activity.
Obviously, to combat AFKs, there would be no real earned benefits since there is no effort in any category. PUGs and other worthless incompetent inexperienced players would probably make their decent little chunk even at 30-50%, and the people running boats and assault mechs could actually, phenomenally, afford to run their damn mechs.
Feel free to play with the numbers at will.
We could incorporate this by having it based upon time actively playing the match starting at 5% increments until you reach 100%.
Edited by James The Fox Dixon, 15 November 2012 - 05:29 AM.