Hi guy.
Since we will not be putting in the r&r we still need consequences for it. So here is another one of my pitches.
The more your mechs blown up the longer it takes to get it back. Anywhere from 0-4 drops.
We need to see that mechs aren't magically repaired by a famous Scotsman(Scottie "capt'n I'm givin her all I've got. I don't think she can take anymore." ) in 5 min.
Example. Engine blown up with all weapons. 3 drop wait. So seasoned guy just switch mech. Rookies pull out the trial.
I hope this gets used..
Again send residuals to me.


Consequence For Blowing Up
Started by Zabadoo, Feb 17 2013 05:05 AM
6 replies to this topic
#1
Posted 17 February 2013 - 05:05 AM
#2
Posted 17 February 2013 - 08:06 AM
That would be terrible. You're not related to it, a new player gets his own mech. Best thing ever. Now he should "grind again" to kill the time? Forget about it..
Just for prevention:
I personaly don't care if a mech is unavailbe, got an army to chose from..
Just for prevention:
I personaly don't care if a mech is unavailbe, got an army to chose from..
Edited by FromHell2k, 17 February 2013 - 08:06 AM.
#3
Posted 17 February 2013 - 08:27 AM
Not a good design move.
Punishing players for playing is kinda counter-productive.
Punishing players for playing is kinda counter-productive.
#4
Posted 17 February 2013 - 08:53 AM
Very bad idea (IMO). This would punish new players quite significantly and in general encourage a more cowardly style of play by PUGers. Do you really want to see people running to hide and power down as soon as the tide tips against their team? This is what many would do to avoid the "cost" you propose to have them pay for getting killed while trying to pull out a miracle come back win.
If there is any "problem" with the removal of R&R costs it is that there really is no meta-game for players that have played long enough to develop a reasonable stable of mechs, engines, weapons, and modules. For these players, the question is just one of what are they going to try to do on a particular drop, without much consideration of the economics. I do not think that is really a problem, but it may be an opportunity for more interesting gameplay options in the future. PGI just needs to be careful that they do not create an unenjoyable constant grind or problematically penalize newer players if and when they explore this option.
If there is any "problem" with the removal of R&R costs it is that there really is no meta-game for players that have played long enough to develop a reasonable stable of mechs, engines, weapons, and modules. For these players, the question is just one of what are they going to try to do on a particular drop, without much consideration of the economics. I do not think that is really a problem, but it may be an opportunity for more interesting gameplay options in the future. PGI just needs to be careful that they do not create an unenjoyable constant grind or problematically penalize newer players if and when they explore this option.
#5
Posted 17 February 2013 - 09:03 AM
Not sure I would concur with this approach either...would be rough on the new folks.
But the OP brings up a good point...A big part of TT BT and the previous MW games was salvage...and not just money, but actual equipment. We should also be reminded that in the original BT lore, each of us owns hereditary 'mechs for the most part, handed down to us over generations...After four Succession Wars, our 'Mechs are hundreds of years old and humanity has beat its civilization and economies into the mud. The 'Mechs for the most part are beat up pieces of junk that need constant patching and repairing to keep them on the field of battle. MWO should (somehow) reflect that lore...a decent salvage system could accomplish this.
While I believe repair and re-arm should have been left in the game as a consequence for charging right in and getting blown to bits, a better idea for salvage might be actual random equipment drops off killed 'mechs. A laser here, a double heat sink there, that sort of thing...perhaps rare "loot" would be an engine or artemis, etc. nothing too major. Eqpt drops could be based off equipped stuff on a particular team but the owner would not lose the gear, just would have to pay for repairs through a returned and fairly low cost r&r system.
It might add some immersion to the game...
Just a thought for OP to consider.../tiphat
But the OP brings up a good point...A big part of TT BT and the previous MW games was salvage...and not just money, but actual equipment. We should also be reminded that in the original BT lore, each of us owns hereditary 'mechs for the most part, handed down to us over generations...After four Succession Wars, our 'Mechs are hundreds of years old and humanity has beat its civilization and economies into the mud. The 'Mechs for the most part are beat up pieces of junk that need constant patching and repairing to keep them on the field of battle. MWO should (somehow) reflect that lore...a decent salvage system could accomplish this.
While I believe repair and re-arm should have been left in the game as a consequence for charging right in and getting blown to bits, a better idea for salvage might be actual random equipment drops off killed 'mechs. A laser here, a double heat sink there, that sort of thing...perhaps rare "loot" would be an engine or artemis, etc. nothing too major. Eqpt drops could be based off equipped stuff on a particular team but the owner would not lose the gear, just would have to pay for repairs through a returned and fairly low cost r&r system.
It might add some immersion to the game...
Just a thought for OP to consider.../tiphat
#6
Posted 17 February 2013 - 09:27 AM
Arturus, on 17 February 2013 - 09:03 AM, said:
While I believe repair and re-arm should have been left in the game as a consequence for charging right in and getting blown to bits, a better idea for salvage might be actual random equipment drops off killed 'mechs. A laser here, a double heat sink there, that sort of thing...perhaps rare "loot" would be an engine or artemis, etc. nothing too major. Eqpt drops could be based off equipped stuff on a particular team but the owner would not lose the gear, just would have to pay for repairs through a returned and fairly low cost r&r system.
I like the idea of equipment drops in place of a Cbill bonus. If the average value of the equipment is more or less equal to the Cbill value that I'd be getting from salvage, I would prefer a random prize from time to time over Cbills. I'd like to see R&R too, but I'd like a system that provides some monetary bonus for ammo-consuming weapons in order to offset the ammo cost.
#7
Posted 17 February 2013 - 09:44 AM
Bad idea, there's already a reward for not dying and/or winning: more exp. Dying and/or losing grants the consequence of ****** exp unless you manage to get a good number of kills in. If you die and don't get any kills you'll get at best around 100 exp if the match is a loss. Winning or getting enough kills will grant several hundred to over a thousand exp. There's your consequence of not being good enough. Which is what you're really punishing, not being good enough. I don't think players should be punished harshly just because they're still learning or aren't as good as most at the game. The humiliation of repeated defeat is enough.
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