Topic: alts, boxed alts, and why people "need" them
My friends and I recently discussed what factors invoke a feeling of "need" when it comes to having an alt. Most were tied to the market and economy, a consequence of both game design (e.g., mat requirements for manufacturing) and player behavior (e.g., the desire to not be reliant on others). I'm posting under Balancing because my main point is, I think the game needs to move in a direction that attempts to alleviate feelings that players are missing something critical if they don't have various alts. Since most are tied to the economy, it's a complex issue. But here's a suggestion for one that's a bit more straight-forward... eyes on beta teleporters.
While eyes are undeniably important, being one is not fun. It's not a job for a real player and the burden generally falls on a boxed alt. I'd like to see this role filled by an in-game mechanism that itself can create opportunities for some fun.
By default, the mechanism should report transitions (jumps) with 100% accuracy (meaning it doesn't miss anything) but with a low (30%?) probability of giving precise intel (meaning it'll tell you a mech jumped, but not what type). One type of upgrade will increase the probability of getting precise intel. With another upgrade, it'll gain a detection range (also upgradable) around both sides of the teleporter and will report anything it detects that stays within detection range for a user-specified period of time. Another upgrade adds friend-or-foe capabilities with the option of not reporting friendly contacts.
There could be an electronics substation ~1.5km from each external teleporter. Like intrusions, they would have scheduled windows of vulnerability (45 minutes?), but would not require anyone to sign up. There would be objectives that result in the damaging of each of the intel precision (requiring moderate effort) and detection range (requiring more effort) upgrades. There should also be a way to hack into the system (possibly accomplished by a single bot) and plant a virus that will temporarily drop the system accuracy to about 80% for a short period (2 hours?) at some point in the next 24 hours. The friend-or-foe upgrade can't be damaged as that'd just put people back into the position of having to have alts on the teleporter again.
Unlike intrusions, there could be "partial" success. If, just for the sake of example, you use a mechanism like an active sap and attackers completed half the total cycles, the upgrade would suffer half the maximum damage. Maximum damage should not equate to no upgrade. E.g., maximum damage to detection range may drop detection range to 50%. There should be fairly passive mechanisms for repair (some effort must be put in to begin the repairs, but you don't have to babysit them), with the repair time related to how much damage the upgrade suffered.