Yes, that would be buying power. Suddenly you have a complete revamping of the balancing scale that the initial LMGs (I'm assuming by "machine gun" you were referring to LMGs simply because they would benefit the most from faster reload times) did not have, and in the grand scheme of things that creates several problems.cgentero said:Ideally you are buying that weapon's uniqueness not its power, lets use Call Of Duty for example; lets say there are three initial machine guns, one with a higher damage output but a slower firing speed, one with a higher firing speed but slower reload speed, and an averaged one, but then they release a new one it has a faster reloading speed but a lower damage output. Keep this bearing in mind my post above about being able to attain such things by other means besides buying with money e.g. random drops or rewards points, If I wanted a machine gun with a fast reload but didn't want to grind reward points for it or leave it to chance with random drops and now I were to buy this new machine gun would it be buying power?Tr3mbl3Tr3mbl3 said:Watch Extra Credits's episode on micro-transactions, located on this very site. Rule #1 for micro-transactions: DON'T SELL POWER.
Oh, you could argue that the weapons they would be selling are completely balanced and in no way could affect the game-play; you're wrong. Any reasonable assortment of weapons available as a sale will have to have at least one that is innately more powerful than the others. Or possibly weaker, but that would defeat the purpose of buying it in the first place.
Why would you spend money on a weapon that isn't more powerful than the ones you already have for free? It's stupid, no matter the situation, micro-transactions and DLC should be for convenience, additional but non-essential content, and aesthetics or customization.
*you could argue that people would not be used to fighting people with machine guns with a faster reload and have a psuedo-advantage but it goes away once people get used to it*
The first is the leveling curve. Okay, let's say you start with 3 "machine guns" at Level 4 (the level you are permitted to make custom classes in Black Ops), and unless I'm wrong you actually do: the MP5K, M16, and the RPK. Basically, at least in Black Ops, all three of the guns are complete garbage when compared to the entire list of weapons. Now a noob starting out their first multiplayer run (or even an experienced pro who just prestiged) only has these options to begin with, whereas a noob starting out with a credit card and an excess amount of money to spend on downloadable guns with even a slight edge over the other 3 will perform better and therefore level faster, assuming both "noobs" in this example had relatively similar skill levels. Faster leveling = power.
My second problem with this is again, you can't possibly create a weapon that is worth the purchase without being over-powered in the first place. Allow me to explain: again, using the same scenario, let's assume you're right and adding new weapons to Call of Duty for download will do absolutely nothing to the balancing and that 4th new weapon we've added to the initial collection of the first three is just as balanced as any weapon in the game. However, as I said that would mean the gun can't possibly be that good, and if I'm spending any amount of money on a gun (which I would stake downloadable weapons to be $2 - $5 individually or $10 packs in the US) that I'm going to stop using as soon as I unlock one that doesn't totally suck, such as the FAMAS or Galil.
And thirdly, while you could integrate the weapons into the leveling system and have them locked just as all the other wonderful weapons are initially, I can't see a scenario where thousands of people are totally okay with spending money on something they can't use until they sink 10 hours into the game. I already paid $60 for Modern Warfare 2 and Black Ops, and while part of the appeal of the game is unlocking new toys to kill people with, I'm fine with the weapons available and am not going to pay extra money for ones that aren't available at the press of a button. I don't speak for everybody, maybe that is acceptable for some players, but I would certainly say those players are the minority.
There are alternatives, however. For example, in Halo: Reach, a large amount of players were demanding downloadable armor permutations to customize their Spartans in more ways than already available. While I'm a strong believer in only downloading cosmetic changes "if the price is right", Bungie (or 343) could have integrated them into the map packs as a bonus incentive to purchase. Unfortunately, the coding in the original maps couldn't render new armor, which isn't something they can just fix in a patch. Going back to Call of Duty, more camo and face paint wouldn't be a bad thing, but those are also features locked for quite some time, so that's maybe not the best idea.
All in all, while the idea of downloadable weapons might seem appealing now, it's not until you get no-scoped by a 6 year-old with irresponsible parents who bought him the new weapon pack do you realize there just isn't any way to implement them without ruining another great aspect of the title. I think FPSs should stick with what they do better, and that's adding more battlefields to prove your skills in.