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A Poll On 'moar Monetization': One Way To Do It Without Ticking Everyone Off


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Poll: Should consumables get their own slot(s) (26 member(s) have cast votes)

Should consumables be split into separate slots from modules to encourage their use without requiring them to be overpowered

  1. Yes, consumables should get their own slot but only 1. (6 votes [23.08%])

    Percentage of vote: 23.08%

  2. Yes, consumables should get their own slots, but at least 2 (3 votes [11.54%])

    Percentage of vote: 11.54%

  3. No, consumables should be kept in module slots. (12 votes [46.15%])

    Percentage of vote: 46.15%

  4. Yes but I propose a different approach which I will post (2 votes [7.69%])

    Percentage of vote: 7.69%

  5. No but I propose a different approach which I will post (1 votes [3.85%])

    Percentage of vote: 3.85%

  6. Abstain (2 votes [7.69%])

    Percentage of vote: 7.69%

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#1 Tolkien

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Posted 18 June 2013 - 03:13 AM

I honestly believe it would be a good idea to give all mechs 1 consumable slot.

This would be separate from module slots and could only hold a consumable item.

Perhaps master level would confer an additional consumable slot as well as an additional module slot.

In this way it would encourage those who are inclined to burn cbills or MC on items while also freeing the devs from having to 100% balance the utility of a consumable against modules.

Right now I contend that the only consumable that is any good is the coolant shot, and even that is dubiously useful compared to seismic, cap, sensor range, and target retention.

The downside is it would mean that every single alpha stalker is going to have a damn coolant shot, but hey at least it's a way to encourage monetization without simultaneously requiring the consumables to be better than the modules - I hope that this would mean more pay, but less pay 2 win accusations.

Edited by Tolkien, 18 June 2013 - 03:21 AM.


#2 Mudhutwarrior

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Posted 18 June 2013 - 04:06 AM

Artillery and Airstrike are useless and i will not buy them. Drones pretty much on that level too. If I want some stupid thing to hover over me and be basically usless except to let the other side know where I sit I will buy a balloon. At least then chicks would dig it. :) Coolant is great except when you use all your slots for meaninful upgrades I wont use it for that random times i need it. Yep, make seperate boxes alright, I say one for lights and two for heavy/assault. You spend more cash on heavys so more slots.

Make them all replenishable too. Going into a game forgetting to load them helped me figure out how usless they really are.

#3 Tolkien

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Posted 18 June 2013 - 04:36 AM

View PostMudhutwarrior, on 18 June 2013 - 04:06 AM, said:

Artillery and Airstrike are useless and i will not buy them. Drones pretty much on that level too. If I want some stupid thing to hover over me and be basically usless except to let the other side know where I sit I will buy a balloon. At least then chicks would dig it. :) Coolant is great except when you use all your slots for meaninful upgrades I wont use it for that random times i need it. Yep, make seperate boxes alright, I say one for lights and two for heavy/assault. You spend more cash on heavys so more slots.

Make them all replenishable too. Going into a game forgetting to load them helped me figure out how usless they really are.



I had forgotten they don't auto replenish... yeah that needs to be addressed too since it's clunky to go into the mechlab between every single match to reload a consumable.

#4 Tolkien

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Posted 19 June 2013 - 03:34 AM

bump for feedback. Whether you vote yes or no, please do post your thoughts on the suggestion so we can benefit from your point of view.

Edited by Tolkien, 19 June 2013 - 04:32 AM.


#5 Derpxes

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Posted 19 June 2013 - 11:57 AM

bump for visibility

Right now I don't it makes sense for consumables to compete with modules

#6 Zerberus

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Posted 19 June 2013 - 12:06 PM

If you allow mechs to fill the mod slots AND allow a consumable, it will essentially "force" people to use consumables to level the field to players that use consumables.

As a person that regards consumables as a crutch at best (coolshot) and for the most part worthless (everything else), but likes to use his mechs to their fullest potential, I cannot in good faith support his.

The whole point of the current system is that you trade a module like sensor range or seismic for a one shot deal with a limited use, and can choose in the tree whether you want "hard" modules or a money sink with situational usefulness inmnstead. That`s the way it should stay IMO.

Edited by Zerberus, 19 June 2013 - 12:11 PM.


#7 Tolkien

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Posted 19 June 2013 - 12:50 PM

I agree it's not a perfect choice, but I believe in the medium to long run PGI is going to introduce consumables that will dance along the P2W line.

My suggestion to use a separate slot just lets it happen without having the consumables be too good as to make them better than seismic or capture.

I appreciate what you're saying though I believe the current set up will eventually lead to an ugly p2w place.

#8 Pater Mors

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Posted 19 June 2013 - 12:52 PM

View PostZerberus, on 19 June 2013 - 12:06 PM, said:

If you allow mechs to fill the mod slots AND allow a consumable, it will essentially "force" people to use consumables to level the field to players that use consumables.

As a person that regards consumables as a crutch at best (coolshot) and for the most part worthless (everything else), but likes to use his mechs to their fullest potential, I cannot in good faith support his.

The whole point of the current system is that you trade a module like sensor range or seismic for a one shot deal with a limited use, and can choose in the tree whether you want "hard" modules or a money sink with situational usefulness inmnstead. That`s the way it should stay IMO.


I've got to disagree with this. I might agree if consumables were end game items like modules are, but compare to the benefits of modules consumables are basically worthless with the exception of possibly coolshot. If consumables get an overhaul to become really powerful it might be an issue, but I still don't think people not running consumables will be at any significant disadvantage.

I get the trade off argument, but there's really no trade off which exists at the moment. If the trend of consumables continues as it has I have no problem with this idea. If they do get a serious overhaul, then yeah it might become problematic to have a consumable slot.

#9 General Taskeen

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Posted 19 June 2013 - 01:01 PM

Give me a giant Sashimono that I can buy for MC and I will buy one for all my Mechs. Monetization solved.

#10 Tolkien

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Posted 19 June 2013 - 01:40 PM

View PostGeneral Taskeen, on 19 June 2013 - 01:01 PM, said:

Give me a giant Sashimono that I can buy for MC and I will buy one for all my Mechs. Monetization solved.


Do you suggest that as a Kurita only consumable? :)

#11 Gryphorim

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Posted 19 June 2013 - 04:20 PM

Simply put, consumables should be dependant on certain pieces of equipment, artillery and airstrikes being fixed to command module, and UAV on BAP.

#12 Asmudius Heng

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Posted 19 June 2013 - 05:26 PM

Tactical consumable like air strikes etc should be commander feature not individual mechs. The module for mechs should be way to improve its effectiveness more than just having the ability.

just my 2 c

#13 Levi Porphyrogenitus

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Posted 19 June 2013 - 06:16 PM

No. Force players to make choices. You want Cool Shot? No Seismic for you. You want Advanced Target Decay for your LRMs? No room for a UAV then.

#14 Iacov

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Posted 20 June 2013 - 12:57 AM

just offer an extra "unlimited use" consumable option....
i'd pay 2000-3000mc for an unlimited use coolant flush consumable...but have not bought even a single one-time-use coolant flush for mc!
it's a psychological thing...i'd rather actually use the coolant flush, if it is of unlimited use, rather than having the feeling to possibly waste a one-time item that i have paid for





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