Vassago Rain, on 03 January 2013 - 10:42 PM, said:
Norris and I were both making far more money under the old system, if we played for keeps.
We weren't suffering under the welfare ammo economy, but new players were, and they didn't want to play the game, so it had to go.
Ya, I'm in the same boat.
I understand where you're coming from here... That's why it's not really just about the money, I don't think. Like you, I made way more money when repair costs were in. Back when you made millions from salvage, players who won most games basically went to infinite dollars almost instantly.
But at the same time, the money seemed to mean something more. Not necessarily because it was scarce to me, but because it seemed to have some tangible link to actual stuff in the game.
How you killed mechs actually mattered, when the salvage costs were really high. You were talking about a difference in millions of cbills, in a single game, based on what you killed and how it died.
Now, every game is basically, "Ok, here's 180k." It just seems a lot more flat, doesn't it? Like the money doesn't really relate to what happened in the game much.
Don't get me wrong, I fully agree with a lot of the changes... the cadet system, for instance, is something I think is really great for new players.
But one some level I liked the idea of being able to impose costs upon opponents, and having my performance more directly tied to my profitability. I'm not sure exactly what the solution to this is though, as I recognize that the old system wasn't really working that well. And, honestly, the most recent R&R costs weren't realy that interesting anyway... it was really much cooler when the costs and rewards were significantly higher.