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How To Make Modules Suck Less


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#1 K1ttykat

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Posted 03 October 2015 - 08:54 PM

Yes the module system sucks. Why? Modules range from essential to useless but you only have 2 module slots so you usually end up using the same 2 modules on every mech. The suckage is further enhanced by the outrageous cost of modules which leaves you with three equally frustrating options 1. Buy the same two modules for every mech 2. Swap out the modules every match 3. Ignore modules completely.

How it should work is:
- modules should be cheap and permanent (destroyed on replace)
- modules should cover all aspects of mech performance
modules should be broken up into agility, sensor, weapon, targeting, defence, etc
-different mech classes/roles get different numbers of module slots
-modules can take up 1 or 2 or maybe even 3 slots

Multiple slot modules are important here. By making stronger modules take up 2/3 slots, the weaker 1 slot modules become more viable, and it introduces an element of role warfare when combined with differing numbers of slots. Players will have to choose between multiple weaker modules or few stronger modules.

A good chunk of the suck comes from the cost to performance ratio of modules. Now I know PGI needs a cbill sink as part of their business model and there's nothing wrong with that but it doesn't have to suck so much. They should follow other successful F2P games and make modules relatively cheap but locked to the mech. You can either destroy the module or remove it intact with MC. I bet people would spend even more money on modules and they weren't frustrated doing it.

Modules should be sorted into types such as agility, sensor, targeting, defence, etc. The module selection should be expanded to fill these types. Examples of defensive modules might be "Hardened Internal Bulkheads: 20% reduced damage transfer" or "Prototype CASE: 50% chance to redirect ammo/gauss explosion through the rear armour" or "Improved Equipment Casing: 20% increase to weapon/equipment HP" radar derp would also fall under defence.

Here's where the role warfare comes in. Different mechs come with different types and amounts of module slots. This is important when combined with multiple slot modules because it gives PGI some control over the modules different mechs can use. Specific roles can be reinforced by giving a mech certain types and numbers of module slots. Omni slots should be limited to the master slot unlock. Mechs should generally only get 2 or 3 types of module slots.

Example time

So scouting let's say that seismic is a 3 slot sensor module because it's really really good. The only mechs that get 3 or more sensor slots are scouts like the cicada, raven, kit fox, commando, and Jenner; and some select command mechs like the battlemaster and atlas K. So if you want seismic sensor as part of your drop you need to bring one of these mechs. Other lights may be better suited as light hunters and cleanup so maybe they get 1 sensor slot and 3 defence slots, allowing them to fit target info gathering(1 sensor slot) and radar derp (3 defence slots). Even within a chassis different slot allotments can be used to differentiate variants. Skirmishers like the dragon and most mediums would be loaded with agility and weapon slots. Support mechs like the catapult would get a mix of targeting (like target decay) and weapon slots.

I realise some people are going to say "but but my seismic and radar derp, I want it all" well too bad, you don't deserve it all. Being forced to make meaningful choices creates more interesting gameplay. Would anyone really choose to take a 1 and 2 slot module over a 3 slot if they can? Probably not but I think they might choose two 1s over a 2.

#2 Vetal

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Posted 04 October 2015 - 01:23 AM

Let's just not use too powerful modules and not turn mwo into kind of dota.

#3 K1ttykat

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Posted 04 October 2015 - 03:10 PM

View PostVetal, on 04 October 2015 - 01:23 AM, said:

Let's just not use too powerful modules and not turn mwo into kind of dota.


Clearly that approach doesn't work or we wouldn't have a problem

#4 Ialdabaoth

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Posted 04 October 2015 - 03:24 PM

Ideally, each "module" should be directly attached to a single piece of equipment - so Weapon Modules attach directly to a single weapon (and are cheaper as a result); Sensor Modules attach directly to your Sensor crits or your BAP; radar decay and such can attach directly to your ECM suite; and so on. You should add or change modules by right-clicking on the critical hit slot of the system you want to adjust, and instead of quirks, different chassis should have different lists of allowed modules for each kind of slot.

For an idea of what this would look like with weapon modules in particular, check out here: http://mwomercs.com/...thing-workable/





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