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The "champion" Concept Is Better Implemented As A Module


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Poll: Should "Champion" concept be a Module? (23 member(s) have cast votes)

Should "Champion" concept be a Module?

  1. Yes (15 votes [65.22%] - View)

    Percentage of vote: 65.22%

  2. No (8 votes [34.78%] - View)

    Percentage of vote: 34.78%

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#1 jay35

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Posted 15 April 2013 - 04:10 PM

Championing a mech should be done via an MC-purchasable module.
  • Avoids the clutter in the Pilot Lab that you have with non-variants being listed within a chassis as if they're actually different variants when they are not (they're hardpoint-identical to an existing variant, they are not a unique variant. They simply have a different set of weapons on them and the 5% XP bonus.) Apparently will be fixed, which is great news!
  • 5% XP bonus is perfect in scale for a module
  • Making it a module allows the user to purchase it and place it on whichever mech they like
  • User can purchase as many of them as they wish, so if they want to run one on every mech they own, they could
  • Possibly make them non-stackable to avoid too much XP boost, or realistically, take advantage of this desire too by creating a second tier 5% XP boost module that is priced accordingly and designed to stack on top of a tier one 5% XP boost.
  • People would be more inclined to buy them because everyone can use it on the mech they want, rather than waiting for a Champion mech to come around on a variant they actually use or have interest in. This means more sales/revenue.
  • Keeps the mechlab from getting messy with fake variants taking up mechbays, XP lists, etc.

Edited by jay35, 15 April 2013 - 05:04 PM.


#2 Deathlike

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Posted 15 April 2013 - 06:42 PM

If I have to put in 15k GXP for this, no thanks. Junk like this is called "Cool Boost". It's 15k GXP... unlike the 15k GXP worth for Cool Shot 9x9.

#3 Corvus Antaka

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Posted 15 April 2013 - 07:31 PM

I like this idea. I'm not fond of the current concept at all, 5% XP just seems stupidly terri-bad. a Module for 3,000 MC that increase yur XP gain by 5% seems like a winner.

champion mechs should give like a 20% cbill bonus and be cheaper than hero mechs perhaps.

#4 Deathlike

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Posted 15 April 2013 - 07:44 PM

The minimum bonus for XP gains should be like 7.5 to 10%. Then you'll be able to see tangible gains aka ROI.

#5 ryoma

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Posted 15 April 2013 - 08:47 PM

I would rather see something like

1000 MC- 5% more C-bills and XP

Permanently heroize a mech.

#6 MasterErrant

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Posted 16 April 2013 - 01:26 AM

I think i have plies of unused XP on the mechs I like and while I detest the unlocking thing an xp boost that small isn't work MC... it's lame.
another example of the devs focusing on cahs sales rather than finishing the game.

#7 buttmonkey

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Posted 16 April 2013 - 03:22 AM

it would be better as a module i agree but making it permanent to 1 mech means pgi makes a lot more money

#8 jay35

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Posted 16 April 2013 - 08:41 PM

View Postbuttmonkey, on 16 April 2013 - 03:22 AM, said:

it would be better as a module i agree but making it permanent to 1 mech means pgi makes a lot more money

Disagree. I would buy a minimum of four such modules to place on the four mechs in my hotlist.
I would also never bother with the Dragon champion mech as I don't even care for the chassis and already have three of them Mastered (1C, Fang, and Flame).
So, so far they have a choice between zero purchases and four.
And so long as it's implemented as a mech variant rather than a module, it has a slight discouragement impact on the purchase of a third variant for any given mech chassis, with players knowing it may have a Champion variant released in the coming weeks.

#9 Alex Warden

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Posted 17 April 2013 - 08:01 AM

i think it would be nice to be able to "championize" your favourite Mech, only one at a time,because it´s "My Champion". a slight XP + CB bonus ,less than founders but enough to make it worth say 1500 MC... not gonna happen i guess, but that way i would consider buying it...

Edited by Alex Warden, 17 April 2013 - 08:03 AM.


#10 Breadmachine

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Posted 17 April 2013 - 08:17 AM

No.

Game play would suffer.
It furthers the balance gap between comparable mechs in a face off.

Let us say one Mech has combat modules while the other has non-gameplay related modules taking up module slots.
(Pilots are of equal skill.)
The combat module Mech would be likely to have the clear advantage, every time, just by use of their module slot for gameplay combat.

I would not want to be on a team where we may be facing enemies with Combat Modules on their Mechs, while my team has people with the XP Modules on their Mechs.

Module slots are already VERY valuable.
Let us not devalue their combat value for "out of universe" stat boosts.





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