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You'll be rolling in money for the next year or two this way after losing a few hundred million.
The thing is you usually about break even if you turn on half hte profit making measures, and then rake in tons of money if you turn them all on. However your player growth will be much slower the more Pay to win incentives you activate. A good tactic as the other poster have saids is to make the game entirely free for at least a few weeks, however long you can really afford and then turn on profits. Even with profits on from day one though it will generally continue to grow and earn money.
The thing with F2P games and MMO's however is your servers have a cost every week/month to consider. More servers you have the more potential players you can support. A potential that could be wasted if you don't have that many players. Unfortunetly you can't turn them off partially as it stands. It's the entire room or none of them. A good way around this is to just build a big room but leave it mostly empty and add servers as you need them or make several small rooms that you can shut off when their not needed to save cost.
Generally don't focus to much on building up a F2P game imo. Just make one, update it a few times, market it as much as you think is cost effective and move on to the next game. It's much easier get a couple games with a few million subscribers than one with 10mil+ on it's own.
Eventualy though every F2P game should make some money since the game basically never goes offline, it will always have a few active players and you can keep updating it now. I suppose the biggest thing to consider is to not waste too much money on marketing. The 500k TV ads can really add up if you keep pumping it out, and after a point it doesn't help that much if the game has been out too long.
Other than that you might have to many active servers for your player base. Don't focus so much on a single F2P game and perhaps make several to fill out your player base.