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Ways To Improve The Game - For Pgi
Started by Nahuris, Jan 31 2013 06:26 PM
9 replies to this topic
#1
Posted 31 January 2013 - 06:26 PM
Here are some ideas that would improve the game, while at the same time, maybe making it so that people want to spend money into it.
One, allow streak SRM's to fire as normal SRM's versus ECM.... simple, and it fits the universe, as that is what is supposed to happen.
Allow LRM's to lock onto mechs with ECM, but at a slightly slower rate, and have the lock on broke after fire.... it allows ECM to protect the mech from fire, but doesn't do so by removing someone else's chance to fire.
Bring back knockdown, but make it more limited.... and ensure enough damage is caused to both mechs in the tackle, that it's something that sane people try to avoid..... mech bowling isn't in the spirit of the game rules... and making the damage for ramming things costly will do much to improve the game, while still having the risk of knockdown to keep the leg humping to a minimum.
Ok, here's where people are probably going to scream --- all I ask is that you read everything through, and then discuss.....
Alterations to stock mechs should cost MC. Put the various variants from the actual game on the table, but make personal designs cost MC. Therefore, I can buy every version of the Jenner, but if I want one with an LRM10 in the CT, and a Large Laser in an arm, I need to pay for that. In addition, allow players to move a hard point at a cost in MC. I have a Dragon. I'd love to put in an LRM20, but can't because the only missile hardpoints are both in the CT.... and even with two hard points, the largest LRM rack I can fit is the LRM10......
On the flip side, allow people to convert C-bills to MC --- a ratio of 10,000 to 1 should work fine. And for those that claim that hero mechs, founders bonus, etc will skew that..... most of those people have already paid money to play.
This would allow people who grind to eventually earn the ability to make their own variants, as well as hero mechs..... while, at the same time, encouraging those that want it, to pay for the MC and premium time instead, as it will be MUCH easier and faster that way. This fits with the promises you made in Closed Beta and Development, that this game will never be F2P, but P2W, and the other promise you also made, in the video that you released before closed beta, that anything could be earned in game.... not just by paying cash, as in the current model.
This would also fit the universe...... most mechs ARE the stock models..... not the constant variants we see here.
In addition, return repair and re-arm costs......with a discount for stock designs (it's easier for logistics to stock your parts and stuff, when you are not custom). This would have the advantage of keeping the game balanced along the original source materials, and still give reason for both variants, and for hero mech purchases (the bonus exp and c-bills) --- while not crushing your new players with the pay or quit atmosphere that is such a part of this game now.
I have introduced over 2 dozen players to this game so far, and only one stayed longer than one week. None of them would consider paying money, and most considered this a worse game than many browser style games. That's not a good ratio --- and per a number of other forums, some for Battletech, and others for online games, this is a pretty consistent ratio.
Any game that only nets one in 25 new players is not going to manage to be profitable. And as far as I have been able to tell, having read the notes and other forum threads, none of this should violate any agreements you have with any of the founders or people who have already paid into the game. Instead, I believe that it will enhance play and encourage people to consider their purpose, over following the new mech flavor of the month, that we see so much of now.
It would also remove some of the spam, as it would make those that want "Splatterpults" actually have to work and commit to having one.... rather than just swapping a bunch of stuff to fit the current hardpoint mix.
Finally, it would improve the game, vastly, if there was a place where people can go and utilize a mech against mob targets.... if there was a "Testing Range" where someone can design any variant they want, play it against AI opponents, and practice, it would improve the game. It could double as both a training area for new players, and a place where someone can try out their ideas, without spending cash or MC, but that would let them see how things work.. as well as let them know the cost that they need. This area would not even have to pay you anything.... you only earn cash or exp in real battles... but would allow people to try things and improve their own skills.
This game has HUGE potential, not only to the original MW and Battletech franchises, but done well, could remain a strong contender for a long time.
Nahuris
One, allow streak SRM's to fire as normal SRM's versus ECM.... simple, and it fits the universe, as that is what is supposed to happen.
Allow LRM's to lock onto mechs with ECM, but at a slightly slower rate, and have the lock on broke after fire.... it allows ECM to protect the mech from fire, but doesn't do so by removing someone else's chance to fire.
Bring back knockdown, but make it more limited.... and ensure enough damage is caused to both mechs in the tackle, that it's something that sane people try to avoid..... mech bowling isn't in the spirit of the game rules... and making the damage for ramming things costly will do much to improve the game, while still having the risk of knockdown to keep the leg humping to a minimum.
Ok, here's where people are probably going to scream --- all I ask is that you read everything through, and then discuss.....
Alterations to stock mechs should cost MC. Put the various variants from the actual game on the table, but make personal designs cost MC. Therefore, I can buy every version of the Jenner, but if I want one with an LRM10 in the CT, and a Large Laser in an arm, I need to pay for that. In addition, allow players to move a hard point at a cost in MC. I have a Dragon. I'd love to put in an LRM20, but can't because the only missile hardpoints are both in the CT.... and even with two hard points, the largest LRM rack I can fit is the LRM10......
On the flip side, allow people to convert C-bills to MC --- a ratio of 10,000 to 1 should work fine. And for those that claim that hero mechs, founders bonus, etc will skew that..... most of those people have already paid money to play.
This would allow people who grind to eventually earn the ability to make their own variants, as well as hero mechs..... while, at the same time, encouraging those that want it, to pay for the MC and premium time instead, as it will be MUCH easier and faster that way. This fits with the promises you made in Closed Beta and Development, that this game will never be F2P, but P2W, and the other promise you also made, in the video that you released before closed beta, that anything could be earned in game.... not just by paying cash, as in the current model.
This would also fit the universe...... most mechs ARE the stock models..... not the constant variants we see here.
In addition, return repair and re-arm costs......with a discount for stock designs (it's easier for logistics to stock your parts and stuff, when you are not custom). This would have the advantage of keeping the game balanced along the original source materials, and still give reason for both variants, and for hero mech purchases (the bonus exp and c-bills) --- while not crushing your new players with the pay or quit atmosphere that is such a part of this game now.
I have introduced over 2 dozen players to this game so far, and only one stayed longer than one week. None of them would consider paying money, and most considered this a worse game than many browser style games. That's not a good ratio --- and per a number of other forums, some for Battletech, and others for online games, this is a pretty consistent ratio.
Any game that only nets one in 25 new players is not going to manage to be profitable. And as far as I have been able to tell, having read the notes and other forum threads, none of this should violate any agreements you have with any of the founders or people who have already paid into the game. Instead, I believe that it will enhance play and encourage people to consider their purpose, over following the new mech flavor of the month, that we see so much of now.
It would also remove some of the spam, as it would make those that want "Splatterpults" actually have to work and commit to having one.... rather than just swapping a bunch of stuff to fit the current hardpoint mix.
Finally, it would improve the game, vastly, if there was a place where people can go and utilize a mech against mob targets.... if there was a "Testing Range" where someone can design any variant they want, play it against AI opponents, and practice, it would improve the game. It could double as both a training area for new players, and a place where someone can try out their ideas, without spending cash or MC, but that would let them see how things work.. as well as let them know the cost that they need. This area would not even have to pay you anything.... you only earn cash or exp in real battles... but would allow people to try things and improve their own skills.
This game has HUGE potential, not only to the original MW and Battletech franchises, but done well, could remain a strong contender for a long time.
Nahuris
#2
Posted 31 January 2013 - 06:46 PM
Better put on your flame retardant suit.
#3
Posted 31 January 2013 - 06:56 PM
I actually really like these ideas. If you don't mind, I'll add a couple...
1. Allow equipment to be purchased with MC (Engines, weapons and whatnot)
2. c-bill to MC conversion would really have to be looked at closely. I think 250,000 to 1 might be doable though.
3. Instead of making ECM mechs invisible, how about it take 8x longer to target. BAP reduce by 25% and TAG/Narc reduce by half. Even with all of the above, an ECM mech would still take longer to target than one without and would effect all the mechs around it.
Hopefully this doesn't turn into a hate war. I'm curious what others think.
1. Allow equipment to be purchased with MC (Engines, weapons and whatnot)
2. c-bill to MC conversion would really have to be looked at closely. I think 250,000 to 1 might be doable though.
3. Instead of making ECM mechs invisible, how about it take 8x longer to target. BAP reduce by 25% and TAG/Narc reduce by half. Even with all of the above, an ECM mech would still take longer to target than one without and would effect all the mechs around it.
Hopefully this doesn't turn into a hate war. I'm curious what others think.
#4
Posted 31 January 2013 - 07:04 PM
Quote
On the flip side, allow people to convert C-bills to MC --- a ratio of 10,000 to 1 should work fine.
What's the point of even having two currencies? PGI isn't going to pay us for playing their game.
Quote
This game has HUGE potential, not only to the original MW and Battletech franchises, but done well, could remain a strong contender for a long time.
Edited by MoonUnitBeta, 31 January 2013 - 07:05 PM.
#5
Posted 31 January 2013 - 07:05 PM
Anyone else too lazy to read his giant post?
#6
Posted 31 January 2013 - 07:09 PM
I figured the 10,000 to 1 conversion based on mech cost ---
It would take 30 million c-bills to equal 3 thousand MC.
Hence, getting a Hero mech via c-bills would mean it cost "about" 5 to 7 times what it cost for an equal "standard" mech.
I would consider designing it so that the final formula made it cost about 10 times the c-bills, before conversion to MC, as a non-hero variant would cost.... much more than that, and people will start getting the "why bother" attitude.... so maybe a 25,000 to one, or even a 100,000 to one.... but I wouldn't go much past that, or it creates the idea of "it takes a year to earn what $20.00 can get you......wallets dominate the game over play"
As for buying components, that's not bad either.... but I was aiming more at it needing to cost if you want to change engine sizes.... or anything not already a variant.
In universe, it's hard to reconfigure any mech, besides omni-mechs, and I'd like that to be included here.
Nahuris
It would take 30 million c-bills to equal 3 thousand MC.
Hence, getting a Hero mech via c-bills would mean it cost "about" 5 to 7 times what it cost for an equal "standard" mech.
I would consider designing it so that the final formula made it cost about 10 times the c-bills, before conversion to MC, as a non-hero variant would cost.... much more than that, and people will start getting the "why bother" attitude.... so maybe a 25,000 to one, or even a 100,000 to one.... but I wouldn't go much past that, or it creates the idea of "it takes a year to earn what $20.00 can get you......wallets dominate the game over play"
As for buying components, that's not bad either.... but I was aiming more at it needing to cost if you want to change engine sizes.... or anything not already a variant.
In universe, it's hard to reconfigure any mech, besides omni-mechs, and I'd like that to be included here.
Nahuris
#7
Posted 31 January 2013 - 07:34 PM
Any modifications that require MC = pay2win. Not going to happen.
I agree the economy (R&R) needs to be used to balance builds beyond standard and it should cost a packet to modify a mech, you should even lose it for a few drops in my opinion. Non standard weapons need to be paid for if destroyed and their availability should be severely limited forcing people to buy when they see them and tie cbills up in inventory i.e. ML available everywhere, Guass rifles are rare as rocking horse poo. Again probably not going to happen as there are to many "casual" players who want everything now, for free and don't want to put in any effort. Making players work for their gaming pleasure is apparently too hard and drives away even more players than what you are suggesting. (search for my topic about the economy to see what I mean)
Testing grounds is a must IMO.
Dev's have already stated you will never be able to convert cbills to MC (say to buy mechbays). I guess it takes away a guaranteed revenue stream.
I agree the economy (R&R) needs to be used to balance builds beyond standard and it should cost a packet to modify a mech, you should even lose it for a few drops in my opinion. Non standard weapons need to be paid for if destroyed and their availability should be severely limited forcing people to buy when they see them and tie cbills up in inventory i.e. ML available everywhere, Guass rifles are rare as rocking horse poo. Again probably not going to happen as there are to many "casual" players who want everything now, for free and don't want to put in any effort. Making players work for their gaming pleasure is apparently too hard and drives away even more players than what you are suggesting. (search for my topic about the economy to see what I mean)
Testing grounds is a must IMO.
Dev's have already stated you will never be able to convert cbills to MC (say to buy mechbays). I guess it takes away a guaranteed revenue stream.
Edited by slide, 31 January 2013 - 07:37 PM.
#9
Posted 31 January 2013 - 07:44 PM
I agree with most of your ides but I don't think the game should give advantages to running a stock mech and make it harder to run something unique.
For starters customising your mech is one of funnest and more special parts of this game, how would making this something that takes LOTS of time or money benefit the game at all? This would be even worse for new players then it is now.
Over all that would lead to much less variety on the battlefield with the occasional 'premium' player with a non-stock SRM 6 catapult or PPC Stalker. Making custom variants cost money screams P2W. EVEN IF IT ISN'T.
Besides the MC related ideas I completely agree with repair and rearm cost it just needs to be done right. I would be happy with just repair cost, having to care about how much damage your mech takes is really important. This something that changes the pace of the game in a good way as people won't be able to earn CB bills by just charging and trying to deal as much damage as possible. This prefers LRM boats however so I guess that is why PGI made LRM ammo cost so much when repair and rearm was in. In the end I can see why they dropped it, balance would have been a mess but maybe they can bring it back with some smart ideas.
I also agree that the new player experience needs to be improved, cadet bonus helps with this but I really think we need some kind of in game tutorial where you are guided through how to pilot a mech by someone. The sudden jump into the game is really harsh, PGI isn't ignoring this though and there are lots of features coming to help new and old players alike.
For starters customising your mech is one of funnest and more special parts of this game, how would making this something that takes LOTS of time or money benefit the game at all? This would be even worse for new players then it is now.
Over all that would lead to much less variety on the battlefield with the occasional 'premium' player with a non-stock SRM 6 catapult or PPC Stalker. Making custom variants cost money screams P2W. EVEN IF IT ISN'T.
Besides the MC related ideas I completely agree with repair and rearm cost it just needs to be done right. I would be happy with just repair cost, having to care about how much damage your mech takes is really important. This something that changes the pace of the game in a good way as people won't be able to earn CB bills by just charging and trying to deal as much damage as possible. This prefers LRM boats however so I guess that is why PGI made LRM ammo cost so much when repair and rearm was in. In the end I can see why they dropped it, balance would have been a mess but maybe they can bring it back with some smart ideas.
I also agree that the new player experience needs to be improved, cadet bonus helps with this but I really think we need some kind of in game tutorial where you are guided through how to pilot a mech by someone. The sudden jump into the game is really harsh, PGI isn't ignoring this though and there are lots of features coming to help new and old players alike.
#10
Posted 31 January 2013 - 08:14 PM
I understand fully... but at this point, the trial mechs are either used to generate "free cash" or are ignored .... which begs the question of "why doesn't PGI just put in generic chassis at x amount of tons, and the first time you configure it, you create that mech.... alllow people to choose torsos and bits, and although it would be a lot more like armored core.... it would also fit what you see in this game.
Mechs tend to have names based on their role in battletech. Catapult and Trebuchet give the impression of long range fire, and it fits when you look at the design in the TRO's.... here.... not so much.
I am looking at the spirit of the source material.... and it's fading. I know that there are going to be differences between tabletop and live action..... it wouldn't work if they were the same.... but without a reason to have the standard variants on the field, they won't be used, or will be considered noob only...... at which point, why include them at all.
As for some of the other notes.... I have been to other online game forums, and the outside rep of this game is dismal..... most people tend to equate this game with PGI's Duke Nukem failure.... listing this as another PGI franchise kill.
I really don't want to wait another decade, or more, to get a mechwarrior game.....
Nahuris
Mechs tend to have names based on their role in battletech. Catapult and Trebuchet give the impression of long range fire, and it fits when you look at the design in the TRO's.... here.... not so much.
I am looking at the spirit of the source material.... and it's fading. I know that there are going to be differences between tabletop and live action..... it wouldn't work if they were the same.... but without a reason to have the standard variants on the field, they won't be used, or will be considered noob only...... at which point, why include them at all.
As for some of the other notes.... I have been to other online game forums, and the outside rep of this game is dismal..... most people tend to equate this game with PGI's Duke Nukem failure.... listing this as another PGI franchise kill.
I really don't want to wait another decade, or more, to get a mechwarrior game.....
Nahuris
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