Personally I'm quite happy with the price points. First, the cbill cost itself. 40k, in the absence of repair and rearm, is to me a noticeable but not crippling sum. In an average victory, I'm usually making 120-150k, with good rounds ~180k, great rounds breaking 200k. Note, this is without premium or founders/hero bonus. Prior to savior bonus I'd knock off ~20-30k from each of those. This is also roughly what premium bonus will net you, and roughly what a non-boating medium/heavy might pay in R&R back when R&R was in effect.
Now, the GXP cost. 15K puts it at essentially the top tier among existing modules, typically modules that are game changers. Again, i'm quite happy with this point. Other 15k module unlocks are 360 target retention and capture assist, though to me the 360 retention isn't worth that much. But to make your consumables on par with MC ones I think can be just as game-changing as cap assist, and the 15k seems fairly reasonable. And again, remember, modules are supposed to be end-game content. For those grinding it out, 15k GXP will require you to earn 300k regular XP, which for non-premium players should be ~300-500 drops (my current average is 875xp per drop, and I haven't activated any premium time since we got the button, was ~1300 prior to the button)
Finally, MC cost. As someone who hesitates to spend MC on anything that can be otherwise purchased with CB, admittedly this seems ok, but hard for me to say. At the worst MC pricing tier, this works out to 8.3cents per use. At the best tier, 6cents. Pretty cheap to me. As this is for people who don't have time to grind, let's assume those people drop 5x per night. At the worst tier, this works out to ~$12/month to buy and use it every single drop. Not too bad honestly, but again I grind for most of this stuff.
So what do people think? Where would you like to see things priced?
EDIT: waaaaah! i have no sense of humor! fine just the numbers then
Edited by p00k, 07 March 2013 - 01:12 AM.