I Thought that maybe repairs and re-arms should be done either automatically or manually like they are done now, but make it so after a match you are repaired 25-50% higher than your endgame stats, say you have an xl engine and get a crit shot to the rear torso killing your engine instantly because of a sneak attack, but take minimal damage elsewhere. In this scenario, you may exit the match with only around 70-90% health still and have a a repair bill in the 30-40k range due to your engine, even with the current free reload and repair. However, if they use this system, due to you took less damage overall, you have almost no repair costs due to you have taken so little damage to your armor, structure and items.
This wouldn't punish players who got unlucky or insta-killed. But it would have similar costs to current status as you would have to repair and re-arm from a minimum of 50% rather than 75% for armor and ammo. You would still get your free ammo, that is acceptable, but if you have to pay for it after you use more than half of it. This would decrease free-reloaders by decreasing their free ammo supply to 2/3 of current levels, and not gimp their team if they really need more ammo. The average player gets much less ammo costs usually if you keep an ample supply like you should and encourages ammo rationing.
And finally to launch your mech, you must be repaired to 100% health and ammo to launch.
The idea came from a way to make sure people are not harming their team by launching unloaded, while at the same time making it cost less to the unlucky player or the newer player that doesn't know much about damage spreading.
If you get cored quickly, you may experience a decrease in costs, while if you fight tooth and nail till the last moment in your tricked out mech and spread your damage around, you may have increased costs. Older players will be more combat effective( as you would expect), while still having adequate repair bills(how often does your armor, items and structure go below 25%?), and new players, unlucky players(headshots occasionally) and those which just happened to discover the entire enemy team coming around that corner.
This system WILL increse costs for lrm boats, Gauss boats, and a few other high cost systems, if you do not utilize ammo rationing or have enough spare ammo.
A free lrm boat would get only 90 missiles per ton of ammo it carries, while a free ssrm boat would get a mere 50 shots if they don't want to pay money still. These would make it so these build, aren't so much out of their game, but rather than make them gimp their team by launching incompletely reloaded, reward them for rationing their ammo and having enough spare that they could fight for even longer if they were willing to.
Groups and idealogies that the current system harms or disrupts;
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Groups that the current system rewards;
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Groups the modified repair system disrupts:
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And those reward or compensates;
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If I missed anything or over looked it, please tell me.
If anything they should make it so that if you cannot actually lose money on a game, zero out the earnings for the match at maximum and resupply and rearm their mech at zero win zero loss.
Edited by Deadoon, 04 December 2012 - 06:53 AM.