- I'm not talking about coolant flush. Yeah, the topic title is kind of misleading. Sorry.
- There are a lot of modules that are more useful, especially if you only have 2 or 3 module slots. Target decay, advanced sensor range, 360 target retention and seismic, for example.
- The UAV, artillery and airstrike can only be used once per match, as opposed to modules which last the entire match. You don't need an additional penalty, in the form of C-bill cost.
- It's primarily the fast mechs (i.e. light mechs) who are able to make full use of the UAV, artillery and airstrike. Heavy and assault mechs tend to have so much firepower that they need heatsinks or the above-mentioned modules instead.
- If you play a light mech with a big engine, TAG, NARC, ECM and/or BAP, you typically won't do too much damage. Maybe you'll earn 80,000 C-bills per match on average.
- If you bring a UAV and an artillery strike, that'll cost you 80,000 C-bills. Neither is likely to generate any kind of significant increase in income.
1) Remove the cost for UAV, air strike and artillery entirely.
2) Remove the cost for those consumables for light mechs only.
Ultimately, I think it won't make a big difference if you do 1 or 2. But regardless of what option is chosen, I think it would contribute to the role warfare that is currently non-existant and would bring some more variety to the game. Variety is good. It would also encourage more light mech pilots to play the game as scouts, instead of hunter-killers or base cappers with little or no interaction with the rest of the team engaged in a battle 1 kilometer away.