This probably will be a thing sometime once Community Warfare hits, but I thought it would bear mentioning.
Please consider allowing us to gain items such as guns or ammo from defeated mechs, instead of pure c-bill salvage bonus.
Also, allow us to have/purchase ammo into inventory even if there's no slot available for it on the current mech. Some discount might be in order for it as well, as rearming automatically is a convenience, and purchasing in bulk should be cheaper...
I suggest this mainly because once Community Warfare gets here, I would like to see inventory management advancing to the level of teams having to figure out what to bring on a campaign instead of just having 'everything and anything' available for them from their individual players inventories, and starting on this system now would allow you to test and phase-in the more complex parts of the in-game economy.
In the future, I hope to see such things as ammo reload trucks available to players, allowing for extended fights and long-term campaign logistics for the 'end-game' to merc corp players.
Rearming From Salvage
Started by Wolven, Dec 07 2012 09:55 AM
3 replies to this topic
#1
Posted 07 December 2012 - 09:55 AM
#2
Posted 07 December 2012 - 10:57 AM
I support this so long as it comes with a central market and a method of adding new components into the market that doesn't involve purchasing them with c-bills from an NPC store. (see sig)
#3
Posted 07 December 2012 - 01:29 PM
I would hesitate to open player-to-player item and money transfers, as that tends to lead to RMT with in-game currency.
Of course, PGI could copy CCP on that, as CCP allows for RMT if it's done through their system (ie. the money always goes to buy playtime in EVE Online, playtime can then be traded on the in-game market until it's used).
I am going to have to disagree a bit on your proposed economy model, as this is an MMO shooter, basically, and not an MMORPG like EVE Online. Otherwise, I would recommend yours heartily. Though I think you're a bit too harsh on destroyed mechs, as canon does not support people buying mech after mech after mech. IS is pretty good at salvaging even the most blown-up wrecks, after all.
What I would recommend is instituting something close to your system for merc corps on 'campaign' in Community Warfare, in essence requiring them to set up stable of mechs to be used during the campaign, with repair parts and other inventory, then purchase transportation for them. The more you bring, the pricier it gets, but the more you can lose before having to pull out of the campaign. Kind of a betting system, you will risk more by bringing more stuff. If a mech gets totalled, you might end up not having enough spares to fix it up into a usable machine again until you return from the campaign. Unless you manage to nick some other corps or factions resources...
Of course, PGI could copy CCP on that, as CCP allows for RMT if it's done through their system (ie. the money always goes to buy playtime in EVE Online, playtime can then be traded on the in-game market until it's used).
I am going to have to disagree a bit on your proposed economy model, as this is an MMO shooter, basically, and not an MMORPG like EVE Online. Otherwise, I would recommend yours heartily. Though I think you're a bit too harsh on destroyed mechs, as canon does not support people buying mech after mech after mech. IS is pretty good at salvaging even the most blown-up wrecks, after all.
What I would recommend is instituting something close to your system for merc corps on 'campaign' in Community Warfare, in essence requiring them to set up stable of mechs to be used during the campaign, with repair parts and other inventory, then purchase transportation for them. The more you bring, the pricier it gets, but the more you can lose before having to pull out of the campaign. Kind of a betting system, you will risk more by bringing more stuff. If a mech gets totalled, you might end up not having enough spares to fix it up into a usable machine again until you return from the campaign. Unless you manage to nick some other corps or factions resources...
#4
Posted 07 December 2012 - 02:15 PM
Wolven, on 07 December 2012 - 01:29 PM, said:
I would hesitate to open player-to-player item and money transfers, as that tends to lead to RMT with in-game currency.
Of course, PGI could copy CCP on that, as CCP allows for RMT if it's done through their system (ie. the money always goes to buy playtime in EVE Online, playtime can then be traded on the in-game market until it's used).
Of course, PGI could copy CCP on that, as CCP allows for RMT if it's done through their system (ie. the money always goes to buy playtime in EVE Online, playtime can then be traded on the in-game market until it's used).
My assumption is that people will often sell their MC for c-bills in the market. This drastically reduces RMT and incentivizes MC sales (which PGIGP needs to stay in business and MWO going).
Wolven, on 07 December 2012 - 01:29 PM, said:
I am going to have to disagree a bit on your proposed economy model, as this is an MMO shooter, basically, and not an MMORPG like EVE Online. Otherwise, I would recommend yours heartily. Though I think you're a bit too harsh on destroyed mechs, as canon does not support people buying mech after mech after mech. IS is pretty good at salvaging even the most blown-up wrecks, after all.
What I would recommend is instituting something close to your system for merc corps on 'campaign' in Community Warfare, in essence requiring them to set up stable of mechs to be used during the campaign, with repair parts and other inventory, then purchase transportation for them. The more you bring, the pricier it gets, but the more you can lose before having to pull out of the campaign. Kind of a betting system, you will risk more by bringing more stuff. If a mech gets totalled, you might end up not having enough spares to fix it up into a usable machine again until you return from the campaign. Unless you manage to nick some other corps or factions resources...
What I would recommend is instituting something close to your system for merc corps on 'campaign' in Community Warfare, in essence requiring them to set up stable of mechs to be used during the campaign, with repair parts and other inventory, then purchase transportation for them. The more you bring, the pricier it gets, but the more you can lose before having to pull out of the campaign. Kind of a betting system, you will risk more by bringing more stuff. If a mech gets totalled, you might end up not having enough spares to fix it up into a usable machine again until you return from the campaign. Unless you manage to nick some other corps or factions resources...
The problem with not allowing mechs to be destroyed is that eventually you'll end up with an infinite amount of them, making them worth less than their components. Additionally, with my proposal there needs to be a reason to purchase mechs directly from PGIGP (to keep them in business and MWO going) and making direct purchase mechs always repairable is the incentive. F2P players lose their mech if it's cored. P2P players have to repair their mech when it's cored.
Oh, and yes the IS is fantastic at salvaging but salvage goes to the winner. You lose the match there's no way you can salvage your mech logically (exception: direct purchase mechs are always 'saved'). More incentive to leg mechs and to run away.
Does that help clear up my reasoning?
Edited by focuspark, 07 December 2012 - 02:17 PM.
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