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Repair And Rearm. Should It Return?


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Poll: Repair and Rearm (779 member(s) have cast votes)

Should Repair and Rearm be brought back?

  1. Yes, Return it to what it was. (205 votes [24.23%])

    Percentage of vote: 24.23%

  2. No, I like it as it is. (322 votes [38.06%])

    Percentage of vote: 38.06%

  3. Yes, But have repairs occur automatically. (44 votes [5.20%])

    Percentage of vote: 5.20%

  4. Yes, But have repairs occur automatically and remove 75% free re-arm (91 votes [10.76%])

    Percentage of vote: 10.76%

  5. Yes, But remove 75% free re-arm (184 votes [21.75%])

    Percentage of vote: 21.75%

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#341 blinkin

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Posted 22 May 2013 - 10:22 AM

View PostApoc1138, on 22 May 2013 - 02:21 AM, said:


I'm not attacking you, sorry, I don't know where you got this impression from.
You do seem to be the most vocal advocate of RnR in this thread though so I picked up on a couple of your posts and responded to them in a jokey fashion.

I'm not trying to be moderate either, you seem to have one extreme of view point on the subject and in a light hearted attempt to draw attention to the fallacy of some of your arguments I am deliberately posting a light hearted and opposite reaction to you.

Obviously I'm not going to post at people who, although their reasoning is wonky, agree with the basic premise of my point of view - that we tried RnR and it caused more problems generally than it was really worth. The game is better for everyone without RnR. RnR did not make people better players, it also did not make people more cautious players, it just punished people for trying to learn the game.

i apologize for the response then, but in my experience your jokes are very often the real full force arguments of some of the people.

i have gotten crusty over the months of trying to defend my positions. there are more than a few out there who have decided that EVERYONE hated RR just because they did. luckily there has been some success in this thread as far as the two sides trying to at least understand each other.

View PostMustrumRidcully, on 22 May 2013 - 04:47 AM, said:

I challenge this claim. I did not see the diversity change much. I suppose there were more trial mechs around back then, suicide-farming or just people trying to make ahonest buck without being screwed over.

If people really have to care about their R&R upkeep, they will do what they do now for all other stuff - min/max. They pick the cheapest builds to run and still be effective. You might be lucky and not see many PPC/Gauss Assaults. But you see in exchange just a bunch of STD Engine Jenners or HBK-4Ps that use only Medum Lasers.
And that is assuming that AFK Farming and SUicide Trials are not an option in a new R&R system. The latter were extremely toxic - it just takes 1 or 2 out of 8 players to ruin a whole match for everyone that came for the stompy robot fights. And even if you don't have the AFK Farmers and Suiciders, you still have the "Power-Down-In-Corner" people that hide the moment it doesn't look like this fight goes well and will just be a lot of repair cost with very little income.

Diversity is still something else. A fun gameplay dynamic would be something else, too.

And of course, Elo might become totally useless, because if people really switch between cheap-to-run builds and expensive "cheese" builds, then their ELO drops and drops while using the cheap-to-run-builds, and switchingto the expensive and powerful builds suddenly means an extra-boosted success rate.

like you said people will choose the cheapest mech builds that effectively make them money. people have varying levels of skill with different mechs. so the mechs that people will be most cost efficient in will vary quite a bit with skill, and will do so more the more balanced the game is. with the current system any build or design that is even slightly better will naturally be chosen over all others, so any imbalance is greatly emphasized.

i don't have a good response for the power and cower issue, but AFK and bot farming are a direct result of match win/loss awards. i for one think that those should be removed entirely and should be replaced with a multiplier on your actual match awards. if you didn't spot targets do damage or try to cap something then you shouldn't earn anything.


also part of my issue is i don't get a sense of ownership over my mechs anymore. back in the old days i had to feed and water them to keep them in good health. they don't feel as real now. either we own these mechs or we don't, and right now even though we may have bought them somebody else is taking care of them.

#342 MustrumRidcully

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Posted 22 May 2013 - 11:02 AM

View Postblinkin, on 22 May 2013 - 10:22 AM, said:

like you said people will choose the cheapest mech builds that effectively make them money. people have varying levels of skill with different mechs. so the mechs that people will be most cost efficient in will vary quite a bit with skill, and will do so more the more balanced the game is. with the current system any build or design that is even slightly better will naturally be chosen over all others, so any imbalance is greatly emphasized.

People have always varying skills with different mechs, and they always try to achieve a particular goal - be it cost-effective, or to win. You may have changed the criterions, but you haven't made anything balanced so far.

Currently, the beauty of the system is pretty much this: Build the best mech you can, fight as best as you can, and you will reap the highest rewards. I like that. This is what I want to see rewarded. I don't actually want to reward people for subpar builds. I don't even want an upgrade system where TEch X is better than Tech Y, and if such a system exists, I only want it as part of the "leveling" experience with everyone at "endgame" finally able to take the best tech for everything.

So if you want R&R, it should be essentialy a fluff system to me. "Oh, yeah, by the way, you must pay 5,000 C-Bills for repairs for the XL Engine. But luckily, you won 50,000 in that match, so... "

I could perhaps deal with a system where repairs cost money x time, and you can choose how much money or how much time you want to invest. If you're willing to wait 15 minutes for your mech to be repaired,it's free. If you wait 5 minutes, it costs you x C-Bills. If you want to wait no time, it costs y MC.

This also removes the premium imbalance of the "economy". Because if you really don't want to afford the repairs all the time, just grind C-Bills for a bit longer and buy your mech three times, so you can take out the clone while the original is in the shop.


Quote

i don't have a good response for the power and cower issue, but AFK and bot farming are a direct result of match win/loss awards. i for one think that those should be removed entirely and should be replaced with a multiplier on your actual match awards. if you didn't spot targets do damage or try to cap something then you shouldn't earn anything.

I support this idea. It could also be a way to reward capping better than now, without turning the game into cap rushes. Say, everyone gets 25 % extra on his rewards for cap rushing. (Actually my full approach is more detailed, but who cares?)
But will PGI try such an approach?

Quote

also part of my issue is i don't get a sense of ownership over my mechs anymore. back in the old days i had to feed and water them to keep them in good health. they don't feel as real now. either we own these mechs or we don't, and right now even though we may have bought them somebody else is taking care of them.

Your game sounds a bit like Warhorse Online.

#343 blinkin

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Posted 22 May 2013 - 11:18 AM

View PostMustrumRidcully, on 22 May 2013 - 11:02 AM, said:

I could perhaps deal with a system where repairs cost money x time, and you can choose how much money or how much time you want to invest. If you're willing to wait 15 minutes for your mech to be repaired,it's free. If you wait 5 minutes, it costs you x C-Bills. If you want to wait no time, it costs y MC.

This also removes the premium imbalance of the "economy". Because if you really don't want to afford the repairs all the time, just grind C-Bills for a bit longer and buy your mech three times, so you can take out the clone while the original is in the shop.

i would be ok with a system like this. you can't afford the repairs so you take the time out and do it yourself. that also solves one of the major issues of players who just bought their first mech, buying one that is too expensive for their skill level.

i think it would be best if the time was constant for all mechs regardless of cost, but the repair cost should reflect the value. this would be so there isn't a risk of someone building a mech, getting it blown up, and then being locked out of the game for a day.

the more i think about it the more i like the idea of paying for labor to fix your mechs.

if you haven't already you should make a thread for this idea. unless i have missed something major, i would vote for it.

#344 MustrumRidcully

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Posted 22 May 2013 - 11:44 AM

Okay.
http://mwomercs.com/...g-to-live-with/

#345 Erata

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Posted 30 July 2013 - 06:01 PM

I think RnR should return with the compromise that all Mechwarriors be given access to free healthcare and a doubling of hazard pay on non-habitable worlds.
We don't even have sufficient radiation dampers installed in the floors of most of our stock mechs and are expected to pay for the upgrade out of pocket, or get poisoned by our own engines, which a lot of the space poors have to endure. I've heard stories of the mutations, the balding, and loss of strength due to radiation-induced illnesses.

Those are unacceptable prices to pay for our service to the Inner Sphere.





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