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Starter Modules - Module Progression & Why I Should Master My Mech


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#1 Elizander

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Posted 27 June 2013 - 10:49 AM

I've had little reason to Master any mech and people who don't have 3-4 modules will find little reason to have 3-4 module slots. To increase the value of Mastering a mech, modules must be made more accessible. I am not saying to lower the price on the existing ones, but PGI might want to consider building down the module tree a little bit before continuing building up.

What do I mean? A new player will be struggling for c-bills. They need a mech, weapons, upgrades and more mechs. I am sure there are a significant amount of people who do not care about mastering their mechs and just stop at elite. It's quite a chore to buy the modules themselves at the current prices.

I think that the following should be done to smooth out the module progression and make players want to master their mechs earlier (Hey I have 4 modules but only 3 slots... if I master my mech, I can put all 4!)
  • Create lower tier modules that are perhaps 25%-33% as effective as existing ones (capture accelerator 5%, Sensor range with lower range, target retention that only gives 1 extra second, etc) and price them low (100k-500k tops) or make them available from the start to all players.
  • Create other newbie modules that players can use (I'm sure I have a module suggestion thread here somewhere).
Now the new player has 3-5 modules that he or she can easily acquire and then they look at their mech and see that they cannot put all of them in until they master it. They will still want to upgrade to the better versions eventually but it'll give more immediate reason to master a mech sooner than later.





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