Written with, but not only cutting edge competitive gaming in mind:
Why do the consumables have to go into module slots?
The module slots already have their use, and the number of them give some mechs/variants an edge.
Say I have a 5 large laser stalker, I get to have two modules after mastered, thats two whopping coolants for 35% total or one coolant one airstrike, while my buddy in his atlas(4 modules total) can have both of those but with MC higher tier plus two modules?
The poor stalker isnt being taken serious for 8v8s as it is! And its not about the stalker, its about mechs with less module hardpoints. This change will further restrict viable builds the same way as ECM hardpoints, the more, the better chance you win, and if you arent taking it, youre setting your team back.
Consumables related balance issues were not taken in account when figuring out the module numbers for mechs.
How to fix?
Fixed two consumable slots, per mech, like summoner spells in LoL(they are small, hand of god type interventions).
Update, Ive managed to get bryan respond to this part:
Bryan Ekman, on 05 March 2013 - 11:15 AM, said:
We may review this at a later date. We like to do everything in small bite sized steps, to minimize the impact of new mechanics.
Number two, do you really think this is a viable idea in a game with competitive gameplay in mind?
There is no question MC consumables would need to be blown on any serious clan on clan action, where every millisecond, every damage point counts, and if you dont, you'll be left with "what if"-s until youre a grandfather.
If the enemy clan is packing it, you have to pay real money too, in order to have a fair match.
Just imagine an SK Quake/CS 1.6 player, at the world playoffs, between two matches, his view being shown on the big screen, while hes in the lobby, as his credit card is on his lap, buying chopper strikes and packing up instant reloads...
The features themselves: Im all for it, strikes from air are good ideas, to break 5 minute sniping sieges, whole teams camping behind corners and so on.
Summary:
- No separate slots for consumables encourage ECM-like team composition hardpoint number race
- This further sets back variants/mechs with less ECM/module hardpoints
- One or two consumable slot per mech, with consumables buyable with c-bills or MC, make the three tiers have exponential pricing, so MC purchase is feasible
- Paid RoF advantage doesnt belong into a game seeking its way into competitive gaming, "no money paid that round = no fair fight" is toxic for high level gaming community, is demoralizing for everyone else
Addendum, on pricing:
I think some exponential cbill and linear mc pricing would keep everyone happy. Tier 1 would be low enough for the newbie to buy, and Tier 3, who really wants to would still get it.
Besides, who says everyone must use their strikes every match?
Its fine if higher tiers cost alot compared to match earnings, with ELO, you arent stomping noobs with your Tier 3 items, the teams are on a similar skill level, and its the other teams choice not to use as many. And with the higher cbill price, you wouldnt be using it every match for long anyway...
Edited by Chavette, 05 March 2013 - 11:58 AM.