Tr3mbl3Tr3mbl3 said:
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.
A few things, lets compare your example here to mine, in mine each machine gun had one upside and one downside even the new one i.e. faster reload and less damage, in yours the three initial machine guns are inferior compared to the one bought. Another thing I mentioned there should be ways to attain this new machine gun other than buying with real money e.g. rewards points or random drops, here you assume the noob who didn't buy will never receive the new machine gun which would be false, and like I said a machine gun with a faster reload has a pseudo-advantage only in that initially people aren't use to it but it goes away. Let me make this point more clear, what is the difference between a player who unlocked the new machine gun and played against someone without compared to someone who bought the new machine gun and played against someone without it?
Tr3mbl3Tr3mbl3 said:
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.
You must not play TF2 right? because people pay for new weapons all the time that aren't overpowered just unique, an example the spy initially has a watch that cloaks but you can buy a watch that instead fakes his death instead and has a higher restore rate but also an equal faster drain rate, again you could get these things through random drops, BTW maybe Call of Duty is just bad example because from the sound of it weapons aren't terribly balanced to begin with in Black Ops.
Tr3mbl3Tr3mbl3 said:
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.
Here you aren't paying for convenience you're supposed to get what you pay for immediately, keep in mind its going to be balanced.