Voted no. I generally agree with Durandel. Unless you implement a complex and comprehensive system of repair/rearm then you just hurt ammo builds. Plus, any change to the game economy that is essentially cost neutral (i.e. give you more cbill rewards to cover rearm costs) is wasted effort unless it adds something important to the gameplay. You can't really argue realism in a game that has giant robots stomping around shooting each other. If I can suspend disbelief enough to roll with the whole premise of MW then I can stretch it a little further and assume that ammo costs are so small that they aren't worth accounting for in the game mechanics.
Would be fun if there is economics to start with. As it is now (or how it used to be) It is just a cbill deduction, nothing more. Would be fun if you can buy and sell bulk ammo like in a stock market.
Its not just you I vehemently opposed them removing R&R but in hindsight I find I don't really miss it as newer players seemed to get hammered as they were struggling to learn the game and therefore receiving less rewards to counter the costs. When we played TT locally here I was always the person doing the mercenary costings side and I do miss that but most players wouldn't I suspect. PS: if the questions hadn't been so blatantly weighted to push an attitude I probably would have voted yes I just hate people telling me how I should think.
There is an obvious slippery slope, and yes, there is no in-game "economy", real or fake, it's not EVE or starcitizen. Is it too much to ask of PGI to make a CW with an actual economy? You can still pug drop, and play Solaris style, (which is what we do now) and play with no costs, or you can do the full blown logistics with R&R and salvage etc. There is a Salvage line item on the end of the round screen. I'm not sure how that is calculated, but it's there. Would the game function with two sides to it, one CW with R&R and the other Solaris the way it is now?
That seems to be their plan as Round 3 of CW included a logistics system... but what does that really mean? Limited ammo on the dropship? Cost of travel to attack/defend a planet?
I hope it would be something interesting. Hopefully not something easily solved by cbills (since you can buy cbills) A limit on the extra tonnage carried by dropship would be good. Those would be used as "materials for repair" and "ammo" You still don't have to manual reload, but the count will go down after each battle. Same goes for repair. I would say no cbills cost for this, since the tonnage limit is already a restricted resource which is equal for all. (that, and for the non-newbie, 10k cbills of ammo is basically nothing) On the side note, you can go with less total tonnage of mech, giving you more storage space for stuff so you can fight more battles or restock/resupply less often. A fuel limit for dropship would be good too. Traveling would be counted by fuel rather than real time so different people of different play-habbit can be fine. And refuel would be required. So one has to choose his battles, fighting at the same place to conserve fuel, or leaving a lost cause to fight a good fight. I am just dreaming I think.