I hate switching modules from mech to mech before playing a match. How about drastically lowering the cost of them and and making them destroyed when you take them off of a mech? Kinda like Artemis and other upgrades. That way you can keep all of your mechs configured the way you want them at all times.


Permanent Modules
Started by Koujo, Nov 07 2013 03:16 PM
4 replies to this topic
#1
Posted 07 November 2013 - 03:16 PM
#2
Posted 08 November 2013 - 12:30 AM
Upgrades are upgrades, and modules are modules. Yep, costs are high. However, modules are quite end-game'ish things; not supposed to be cheap - and, i guess, not supposed to be available on dozens different mechs completely easily.
#3
Posted 08 November 2013 - 12:32 AM
They're a money drainage mad they also slow people down by 'making' people wait for mechs to get out of combat so they can be moved around.
#4
Posted 08 November 2013 - 03:07 AM
What about something between modules and upgrades?
- first module of a kind have to be payed with 100% charge -> it is moveable
- you can buy afterwards permanent modules for 10% of the charge - but they can not be moved.
- first module of a kind have to be payed with 100% charge -> it is moveable
- you can buy afterwards permanent modules for 10% of the charge - but they can not be moved.
#5
Posted 08 November 2013 - 05:41 AM
Karl Streiger, on 08 November 2013 - 03:07 AM, said:
What about something between modules and upgrades?
- first module of a kind have to be payed with 100% charge -> it is moveable
- you can buy afterwards permanent modules for 10% of the charge - but they can not be moved.
- first module of a kind have to be payed with 100% charge -> it is moveable
- you can buy afterwards permanent modules for 10% of the charge - but they can not be moved.
I get what you are saying, but I prefer the modularity of them. Making a module permanent is not something I'd like to accidentally do and accidents do happen.....
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