Zylo, on 08 May 2012 - 11:37 PM, said:
I suspect the reason you describe above is correct, it would cause significant stress on heat exchangers as well as any coolant lines if the coolant temp of the replacement coolant was far below the coolant that was flushed out. It could easily crack these components and the pressure of the coolant system would probably cause coolant lines and/or heat exchangers to burst.
I might actually be ok with a coolant flush system if it also carried a significant risk of cooling system failure that would lead to the destruction of the mech shortly after as all the coolant escaped the destroyed coolant system [...] That being said with the coolant pods not being standard equipment the best option would be leaving coolant flush out of the game.
While on the one hand, leaving it in is one more distraction to my opponent, on the other hand, it's also one more game software thing to maintain/break/use up a command control key, slow down development. After considering it all, the best play balancing issue for it's use (which is obviously going to help the energetic more than those who go ballistic) is to leave it out and worry about other technologies.
And the happy part of all this is: It really IS our call. The developers monitor and participate in these forua. If there is an action item right now titled "should we flush the coolant flush?" I'd guess they'd flush it, just to reduce arguments. There's plenty of other super rare tech that folks would appreciate more.
Economically, I notice that there's an IGN news flash item about Ceres Metals, which is production infrastructure. I suspect that might affect availability of Beagle Active Probe technology as well as some sensor tech that syncs with it.
If the tech info was stolen in the raid, it will become more available, as somebody else will start producing it too. If the real result of the raid was infrastructure destruction, then that particular tech will become more rare, and hence more expensive.
The developers certainly know about eBay and are certainly aware of the basic laws of economics. Dirt is cheap, because there's lots of it laying around. Dirt in space for growing plants is expensive, because there's almost none of it around that wasn't specially hauled there. Local surplus and scarcity means prices fluctuate, and there is absolutely no reason that supply and demand can't play a part in the MechLab.
It would be entirely in keeping with the spirit of the game to raise the prices on the tech that is super popular, and lower those prices on the less popular stuff. That way, economics tends to level things out, while giving HUGE advantages to players who learn unconventional weapons. Cause, when AC2's are next to free, some folks are going to have a lot of them.
Things often sell for way below what they cost the distributor to buy, because it's better to take a big loss now, than it is to pay for warehousing and maintenance on a slow mover. When the Soviet Union collapsed, 7.62x39 ammo for AK's was available in thousand round lots for dirt cheap. As well as the AK's that fired them. Heck, at the time, you could buy a MiG-29 for less than a new Ford Mustang. (I know people who did.)
The tabletop game did a pretty fair job of equalizing the weapon values, and letting the market decide pricing will pretty quickly have some very, very fun unexpected results. Just ponder the 'free AC2' scenario again. Especially if a medium laser suddenly costs more than a Jenner. And plants can be destroyed. Or captured.
If there are limits to the backlog of spare parts you can warehouse, that is going to affect the value of those AC2's again. Because they are going to occupy limited shelf space where you won't be able to store a spare medium laser.
Another fun variation: the game was always overboard on who was producing what, and always blathering about the brand. What if we actually get the equivelants of high quality, super accurate STI guns, vs cheap chineese street crap guns? What if Ceres Metals actually does make guns that are more accurate, or less jam prone, or certain brands of ammo hit harder? Or misfire more or less?
The possibilities are endless.