There must not be recurring costs in a simulation
#1
Posted 06 November 2011 - 08:30 AM
1) Repairing armor/mech/item damage
2) Ammunition
3) Item purchase
If any of these require in-game resources (time, c-bills, and/or real life money), then I may have to 'grind' or spend real-life money to be able to participate fully in my merc group's fights.
This is unacceptable.
If I have the skill to pilot a Catapult and wreck heads from afar... then I should be able to do that without having to take crappy fights for 3 weeks prior with my Warhammer to make enough money to buy the LRM ammunition needed if I don't want to spend real-life money.
A simulation means I can fight with whatever mech I think is tactically appropriate at any time. If that's not the case and I need to 'build up my character' to play in a simulation... it's not a simulation.
It's a grindy MMORPG.
Any dev care to comment on this issue?
Just my opinion,
Insanity
#2
Posted 06 November 2011 - 08:39 AM
It's an interesting problem - I imagine that the fear of being damaged and having to pay for it might ruin the game for some ("Why are you holding back? Get up here and help me!), but it could very well set the tone of the universe they're looking for.
The easiest way I can think of - give people enough C-bills when they lose a match to at least repair up the mech they're piloting. I would hope the "all carrot/no stick" mentality mentioned in the most recent dev blog would point to the fact that they don't want to punish people for playing.
Alternatively - skipping it entirely, like you suggest, isn't a bad idea. That might just be the easiest answer anyway development-wise, and it makes "picking from your stable" a much less complicated decision before the fight starts.
Edit: It also makes sense from an army/soldier point of view. If you're fighting for the forces of a House, you as a MechWarrior shouldn't have to worry about costs incurred. When the fight's over, you get patched up.
Edited by flashdim, 06 November 2011 - 08:42 AM.
#3
Posted 06 November 2011 - 08:47 AM
[quote name='Wikipedia]Simulation is the imitation of some real thing available' date=' state of affairs, or process. The act of simulating something generally entails representing certain key characteristics or behaviours of a selected physical or abstract system.[/quote']
Armour, ammunition, etc. aren't free, so why should they be so in a similation?
#4
Posted 06 November 2011 - 08:47 AM
They've stated that as far as controlling a Mech they want to bring it back to its simulationist (is that even a word?) roots. Other than that, it's just fans reading too much into everything, as usual.
#5
Posted 06 November 2011 - 08:54 AM
Alizabeth Aijou, on 06 November 2011 - 08:47 AM, said:
How can you have a *simulation* without recurring costs?
Armour, ammunition, etc. aren't free, so why should they be so in a similation?
There are combat simulations and universe simulations.
In my mind, Mechwarrior (in the multiplayer environment) is the tactical simulation of mech-based combat. Not a simulation of the entire BattleTech universe which would be a MMORPG.
If I have to worry about ammo, damage, etc, I'm no longer simulating combat... I'm playing a MMPORG with grind... with occasional combat.
I want to kick **** in a mech, not spend time at a mech flea market buying and selling bits of salvage to get myself back into combat.
Simulate combat, don't simulate the economics surrounding combat.
Insanity
Edited by Insaniti, 06 November 2011 - 08:55 AM.
#6
Posted 06 November 2011 - 08:59 AM
Economics is part of any online "universe" be it WoW,GW,EVE,World of Tanks.
Your going to have to put some work in, to play the game.
#7
Posted 06 November 2011 - 09:01 AM
Insaniti, on 06 November 2011 - 08:54 AM, said:
I don't think you have much to worry about, it's probably the most likely option. I've had fun in the tabletop before when fielding broken 'mechs, but this isn't the same kind of game by a long shot. I bet they're gonna want matches to happen fast and often - that gets people into the game, earns them C-Bills and prestige, and keeps them coming back.
#8
Posted 06 November 2011 - 09:03 AM
Nothing is going to be free, you need to earn it. However I would object to being forced to Buy (using real money) resources to consistantly repair higher class mechs. If one cannot afford to repair and rearm their Warhammer , even after winning a match, without a subscription or using real world money, that would be a shame.
#9
Posted 06 November 2011 - 09:12 AM
armitage, on 06 November 2011 - 09:03 AM, said:
If I can't afford to learn how to use a mech, then this isn't a skill-based game. You have to have the potential to continue playing after a loss to learn how to win in a new toy.
armitage, on 06 November 2011 - 09:03 AM, said:
I should have to earn access to a mech... sure. But I shouldn't be forced to win to continue playing. At the worst, you should be able to continue at your current level of gear... regardless of cost.
Otherwise you're using a stick on your players.
Insanity
#10
Posted 06 November 2011 - 09:48 AM
In MW4 mercs it worked that way at the end of a mission and if your mech was damaged you had to wait 2 weeks of game time (simply clicking a button) and viola fixed mech. Repairs and ammo costs keep players from amassing too much money and progressing too quickly though technically it didn't take too long to get heavies and meds.
I again step back and turn to World of Tanks. Costs are handled simply and expertly by checking a little box same with ammo and consumables. Mechwarrior has often nine times out of 10 been about risk vs. reward it is what makes it fun and it forces you as a player to think about that. Personally in pre clan invasion I see a catapult it's gonna die so I can focus on closer threats without fear of long range retaliation.
Edited by WerewolfX, 06 November 2011 - 09:50 AM.
#11
Posted 06 November 2011 - 09:52 AM
#12
Posted 06 November 2011 - 09:53 AM
But based on the 'all carrot/no stick' stance expressed by Bryan (thank'ee, sir), I'm guessing it's going to be much like what I see in WoT - fight and win and get 500% of my refit costs, fight and lose and only get 200% of my refit costs; i.e. it might be FASTER to grind up the assets to buy a new chassis you want if you keep winning, but you'll even make a little progress 'on a bad day'.
Edited by empath, 06 November 2011 - 09:55 AM.
#13
Posted 06 November 2011 - 10:05 AM
I do agree though that having a WoW based thing where you have to grind "gold" to play the fun stuff (which I guess would be raids in WoW) would be a bad idea. Having an income which allows you to recover your losses in the case of failure is important to keep the game fun and ultimately keep the game around so as not to scare off players. However to make the game completely consequence free would ruin any feeling of reward for performing well and probably any feeling of progression in the game.
#14
Posted 06 November 2011 - 10:21 AM
Heavier Mechs will be a money drain, thus you would still have to run lights mediums etc, to top up your cbills
#15
Posted 06 November 2011 - 10:22 AM
#16
Posted 06 November 2011 - 10:29 AM
And I do not want that. Especially seeing as I know I will not be among the top players rocking around in heavies and saving up c-bills for a rainy day.
#17
Posted 06 November 2011 - 10:33 AM
I want salvage, repairs, c-bills, and roleplaying. Players should have one 'Mech or maybe a small stable if you have a crapton of c-bills, because that's the way it is. Unless you're the FedCom prince you don't get to just pick whatever 'Mech you want. Just having a good 'Mech simulator isn't enough, there needs to be context. If people just want robot frag matches there should be a no-consequences arena mode or something.
#18
Posted 06 November 2011 - 10:33 AM
#19
Posted 06 November 2011 - 10:41 AM
1. It makes winning that much sweeter, both in terms of game rewards (money/experience) and personal gratification in winning a match
2. Encourages smarter, less suicidal play. I can't tell you how annoying it is to play many of the FPS style games where there is no consequence for being a gung-ho nutbar but it actually being a more effective style of play. Particularly if the game is supposed to be more simulation based. I want players to be worried about the mech they are in and how much damage they are taking, I want a smarter, more tactical game, and having consequences for running in guns blazing and getting blown to kingdom come makes that happen.
Both of these things can be accomplished without crippling players who lose more often than not. Sure they won't progress as fast as players that do win more often, but winning should have it's rewards. And this is also coming from a player who knows full well that he'll be ejecting from his shattered hulk of a warmachine more times than he'd like to think about.
#20
Posted 06 November 2011 - 10:46 AM
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