Alright, I've got two ideas (I didn't really want to make it into two threads).
Idea 1:
I think that Meteor Credits are okay to have, however I do have a few issues with it.
I think that they are a bit goofed, and may potentially lead to a pay-to-win nature. Now before you say, "They're mostly used for cosmetics," let it be noted that $5 doesn't even get you half of the repair drones. I think that MC should not be able to buy gameplay-related items (Mechs, weapons, internals, items, and most of all, early unlocks). Instead, just be focused on cosmetics as well as boosters.
Regarding Universal XP, you could just make all of it free but only have a quarter of the XP earned be converted into UXP. The amount of free UXP you get now is utter crap.
The idea I have related to it is have MC and HC be convertible into each other. An exchange rate could maybe be ~10000 HC for 500 MC. Since this chance would potentially discourage people from purchasing MC with real money, you could greatly raise the value of the purchases. Maybe increases them by 1.5x (or maybe even double them). This way, it likely won't affect your (the Devs) income, and allows much more customization among players.
EDIT: Many people disagree with Idea 1, so I'm throwing that idea away. I'll leave it up so that people can still see it, though.
Idea 2:
Matchmaking is a complete mess. Several times I have been places on matches where one team does horrendously (and unfortunately for me, I am put on the bad team most of the time). Just recently I played a match where the other team took no damage to their base in Siege. I may have read in the past that the game already has a matchmaking system, and in that case, it's not doing well.
A potential fix to this is to have a hidden ranking system (hidden because it may cause people to leave beforehand and disrupting the system).
Basically, winning a match grants you a MM (Matchmaking) point(s). Losing will remove the same amount.
Now arises the issue of people who leave late-game to trick the system. This is easily remedied by having the matchmaking remove the same amount of points as losing a match after a certain threshold (perhaps 2-5 minutes?).
Anyways, you might be asking how this fixes the bad team placement. Essentially the game reads the number of points each player has and tries to balance it between two teams.
Now arises another problem: parties. This can be fixed by having the system count the party's average score rounded up as one, or it can force them to be on the same team and the system can work around them.
This also fixes the issue of experienced players failing to find matches due to lack of people on their 'skill level.'
Thank you for taking the time to read this and potentially considering these ideas. I love Hawken, and I'd love to see it grow.
Edited by The_User, 07 April 2015 - 10:51 AM.