—Insert cheesy Hawken marketing line here (certainly not entirely unwelcome, since we've seen the PC store use over 3 different fonts for a front page banner...)—
I've searched the forums with the exact terms "sell mech", and from what I've seen, about 5 threads in total on this topic. It's obviously something we players feel should be implemented, but not to be considered from a lower end standpoint. Therefor, this topic will be targeting the medium to high end spectrum of players, since they will have more currency and resources. It's important to keep in mind that this is a solution that roots itself in finding any sane form of function when player X has two of the same kind (or more) mech.
That being said, I think we need to look at this same type of topic from another perspective. We hate having duplicate mechs, because they literally serve no purpose other than for a second or two of in-game convenience. Builds have seen the most use out of them, but this only applies to the now defunct competitive scene—as others have put it. Instead of hating this, why should it not be a good idea to
I want you to think about this from a player's perspective only, nothing else: What if those who buy duplicate mechs and those who level them up actually have something to grind for (I know some have complained about the grind, but that's another topic) and be rewarded for? What if I told you that there was a point in maxing the mech's rank? Above all else, what if you can earn some MC without ever spending one cent?
Like the game's current setup, you can literally grind for weeks to access everything except cosmetics and XP/HC boosters. As you might already know, the only way to obtain the cosmetics/boosters is when paying with real-world money. Of course this already makes MC extremely valuable, since in addition to cosmetics, it can unlock anything in the game.
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So, onto the point here: what if we could sell our duplicate mechs (or at this point, actually have a purpose for it) in exchange for MC and a chance to earn a pack of boosters? Hopefully you read that from a player's perspective, because from that very perspective, this would almost certainly bring a new definition of life, replayability, and of course, grind to the game.
Here is a high level list for what I'm suggesting/thinking:
- What exactly is Mech scrapping?
- Scrap all mech parts in exchange for MC currency from any mech, and a chance for an XP/HC booster pack
- The total value of a mech is determined by these equipment categories:
- All installed and/or purchased: weapons, items, and internals
- Three tiers of HC to MC exchange rate for the value of mech
- Tier I: Earn a 1% exchange rate when Mech is Rank 2
- Tier II: Earn a 2% exchange rate when Mech is between Rank 3 and 5
- Tier III: Earn a 10% exchange rate when Mech has reached it's max Rank
- For example, if you have a rank 4 Mech that has over 35,000 HC worth of equipment installed and/or purchased, by Mech scrapping it, you will be credited 700 MC to your account
- There are limits however
- You can only scrap one unique mech per week
- You cannot scrap more than once in a day (justified due to Illal not having the manpower to scrap a mech)
- You cannot scrap a mech that is Rank 1
- You can only scrap a duplicate mech
- The effects of Mech scrapping:
- Mech will be permanently deleted from your garage
- Any cosmetics you have previously purchased for that mech will remain in the database (e.g. when you purchase the same, unique mech, you can still equip those cosmetics again)
- Important/Other notes:
- Chance to earn a XP/HC booster pack starting from Tier II
- Transferring XP to a mech will not unlock exchange rate Tier levels
- This is the only way to obtain MC without spending any money. This makes the process both rewarding and valuable to the player
- Until further notice, G2 mechs should be excluded from participating in Mech scrap
- Consumables are the only equipment in mechs that cannot be processed by a mech scrap garage (justified since consumables are global)
- Negatives/Cons
- Game developer and publisher will lose potential revenue, especially in the beginning
- Not ideal "curve" against newer players with no amount of resources to work with; reducing the effectiveness of the proposal by exponential amounts towards the lower end
- More grinding (not all are complaining though)
In case you haven't noticed, I have designed the rewarding of Tiers in the form of a low-effort, low-reward setup. This should help mitigate the devaluation of MC in general, but still be relevant. Remember, any MC at this point is essential to the player, as you only earn 500 or so of MC from in-game achievements.
For many, the problem with the grind in Hawken is it's exhausting diminishing return rate; after so many hours of grinding, it essentially becomes pointless for the player. It's also unfortunate that the other two major resources (that I consider), which are MC and XP/HC boosters, cannot be obtained when you grind in the game. This should be changed, as it doesn't make sense. An economy redesign is already in the works (I think), I see no reason why not to include the above as a grindable "income", if you will.
This would make more apparent since if PC also was on CU3/4. More stuff in-game, so value of all other currency/resource in the game automatically goes up. Pay to not grind will still exist, and be as convenient as ever.
Among other things, I would expect the "art of Mech Scrapping" to improve player retention rates, and largely improve the player base in turn.
I will apologize for making another one of these threads relating to mech selling (this is thread #6 by my estimation?) Even so, there should be a noticeable difference in the proposal I'm making and from the perspective I've decided to tackle from.
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Other stuff I jotted down:
All Internals: 12800 HC
All Items: 34333 HC
All Weapons: 8260 + 4130 HC (initial [primary] weapon used, it is assumed to be the same price of all other weapons)
Total value of a maxed out mech will be capped at 59,523 HC.
Other proposed values of HC to MC ratio for selling mechs: 1%; 5%; 10%; 0.01%; 0.10%
Initial design was to use a slider to change the reward ratios, but not so sure?