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Why Can't I Just Have One Set Of Modules?


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#1 Alcom Isst

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Posted 23 January 2014 - 10:17 AM

Modules are expensive. The cost of a good set of modules is the cost of a good mech, so everyone in their right mind is buying one of each module and applying them to which ever mech they take out. As a result, there is an unnecessary amount of tedium in applying modules, and they easily get lost among the many mechs a Mechwarrior might own.

I haven't even touched modules in my five months of playing. There are still several mechs that I want to grind towards instead, and I don't want to deal with the module hassle for features that aren't completely game-changing. I tend to swap out mechs ever mission as well, and I know that I am going to be frequently forgetting to equip modules, or lose modules, It's a system that I don't want to touch in its current state.

I've heard that UI 2.0 should eventually have a feature for locating or organizing modules, but that strikes me as another Treatingthesystemandnottheproblem thing. The issue is that we have single items that can apply to all of our mechs, but can only apply to one mech at a time.

Why not have a single module loadout that applies to any mech we use, with different sets/profiles that we can create and select? Even though mechs can carry a different number of modules, mechs with less modules could simply be denied the bottom portion of the modules they can't carry.

Or have module copies be free once you buy one. That should be easier to develop.

Edited by Alcom Isst, 23 January 2014 - 10:18 AM.


#2 LORD TSARKON

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Posted 23 January 2014 - 11:01 AM

Just No...

Why not just have 1 set of weapons then... You share 2 Large lasers for all your 20+ Mechs..,ect...

Or same amount of Heatsinks?

I like how if you buy 1 expensive item you can usually swap it out of one mech (like an engine) and put into another... (without extra cost)...

I think the Modules and Pilot Tree and Mech trees are too simple for this game... and supposely that will change in Feb 4th Patch when 2.0 UI comes out (changes the Module Tier 1 Weapon group) but only having 1 module of each type?

Just no

#3 Sug

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Posted 23 January 2014 - 11:10 AM

View PostAlcom Isst, on 23 January 2014 - 10:17 AM, said:

Modules are expensive. The cost of a good set of modules is the cost of a good mech.


They're the "end game" of tech currently. Something to grind for to unlock and buy.


View PostAlcom Isst, on 23 January 2014 - 10:17 AM, said:

I haven't even touched modules in my five months of playing. There are still several mechs that I want to grind towards instead, and I don't want to deal with the module hassle for features that aren't completely game-changing.


Would you rather they be completely game changing and necessary?


View PostAlcom Isst, on 23 January 2014 - 10:17 AM, said:

Why not have a single module loadout that applies to any mech we use, with different sets/profiles that we can create and select? Or have module copies be free once you buy one.


Because the game is free to play. It's designed so that If you want all the features you either have to put in the time to earn them or unlock them with real cash. That's just how it is.

#4 Alcom Isst

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Posted 23 January 2014 - 11:31 AM

View PostLORD TSARKON, on 23 January 2014 - 11:01 AM, said:

Why not just have 1 set of weapons then... You share 2 Large lasers for all your 20+ Mechs..,ect...


For the simple reason that no one swaps out weapons like this, only modules and engines are swapped. I'm fine with the engines being individual, as certain mechs can't carry certain engines, the engine choice is mutually dependent on an individual mech's loadout, and you cannot launch while forgetting to add an engine.

View PostLORD TSARKON, on 23 January 2014 - 11:01 AM, said:

I like how if you buy 1 expensive item you can usually swap it out of one mech (like an engine) and put into another... (without extra cost)...

Oh, certainly. It would be terrible if you couldn't. I just want to make the swapping easier.

View PostSug, on 23 January 2014 - 11:10 AM, said:

They're the "end game" of tech currently. Something to grind for to unlock and buy.

I know. I'm fine with that.

View PostSug, on 23 January 2014 - 11:10 AM, said:

Would you rather they be completely game changing and necessary?

Absolutely not. I was just stating facts and rambling on about my reasoning.

View PostSug, on 23 January 2014 - 11:10 AM, said:

Because the game is free to play. It's designed so that If you want all the features you either have to put in the time to earn them or unlock them with real cash. That's just how it is.

But the F2P system doesn't benefit from players putting in the time to earn or unlock multiples of modules, as no one does that. Everyone simply swaps modules, which isn't fun.

Edited by Alcom Isst, 23 January 2014 - 11:36 AM.


#5 Mawai

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Posted 23 January 2014 - 11:35 AM

Modules cost 2, 4 or 6 million cbills.

I would rather spend my cbills on mechs rather than modules.

Mechs are sold with weapons ... they are not sold with modules.

I have bought one of every module more or less and just put up with the tedium of swapping them around. I think my most commonly used 3 modules are 18 million cbills. I don't plan on buying more than one of each.

If I was short on cbills I would swap weapons/equipment between chassis as well as modules ... I already do it with engines.

However, WHY should the game have such an unfriendly user interface that I have to refit by hand every time?

There have been proposals to have stored fits for mechs which can then be fully loaded by hitting one button if you already own the weapons and modules required. Would you REALLY object to the convenience of that feature? You really enjoy swapping everything one item at a time when you want to refit a mech from brawler to sniper

There have also been suggestions to have an integrated inventory that lists all mechs and all equipment on those mechs so that when you are refitting items will be removed from a mech if it isn't in your immediate inventory rather than just buying another one that you already own.

The only factor being discussed is convenience. I can always fit and unfit modules/equipment/engines, move them between mechs, and I will ... but how does it affect your game play if they implement a feature to make mech fitting more convenient for anyone who wants to use it? (Assuming that the implementation of such a feature does not slow down more important development).

I am all for a feature that makes module swapping more convenient since I never plan to buy more than one of each anyway.

#6 Sug

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Posted 23 January 2014 - 12:03 PM

View PostMawai, on 23 January 2014 - 11:35 AM, said:

Words.


Yes I pretty much agree. Being able to save builds, auto strip a mech, autobuy missing peices, etc should definitely be in the game. We've been asking for that since closed beta.



View PostAlcom Isst, on 23 January 2014 - 11:31 AM, said:

But the F2P system doesn't benefit from players putting in the time to earn or unlock multiples of modules


Yes, PGI gets no benefit if you put in the time. A lot of time.

But the average person makes enough per hour at their job that it's simply not worth spending that much time grinding when for the price of 2 hours of work you can buy a month of premium time and save yourself hours upon hours of grinding.

You can earn modules faster by purchasing Premium Time with real money. Or you can buy MC with real money and convert your XP to GXP to unlock modules. Or you can buy a Hero Mech with real money to get a Cbill bonus and afford modules faster. F2play.


View PostAlcom Isst, on 23 January 2014 - 11:31 AM, said:

as no one does that. Everyone simply swaps modules, which isn't fun.


I buy modules as I need them. But i've been playing for two years and have the cbills to spare. I don't have enough modules for all my mechs at once but typically there's about 4 mechs I'll play at any given time so those get fully loaded with all my modules.

When seismic was a wall hack I bought 5. My LRM boats get Targeting Delay. Advanced Senors are always nice. Targeting Info on my brawlers. UAVs and Arty for fun. Etc.

Advanced Zoom has become almost a necessity for me. And for just 2mill it's worth it. I'll buy it and slap it on a mech without thinking.

Honestly I swap engines more than modules.

#7 Threat Doc

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Posted 23 January 2014 - 04:33 PM

I have paid for three modules total, and haven't bought any in more than a month, and likely will not.

At 2, 4, or 6 million C-bills PER module, those modules should be outfitted in a single player's Company worth of 'Mechs, if they HAVE a full Company.

Also, the comments about weapons, engines, etc., being swapped out rapidly, most people find a configuration they like, of weapons ranging in cost from 150,000 to 500,000 C-Bills each, never breaking a million C-Bills for that weapon, and it's worth a LOT more than a module. Either lower the per-module C-Bill cost to between 40,000 and 100,000, OR allow the purchase of 12 of those modules for the 6,000,000. The latter is still 500,000 per-module.

The costs for modules, especially for what they do, is stupid, and it needs to go.

#8 CtrlAltWheee

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Posted 23 January 2014 - 04:50 PM

The creative part of the mech lab is fun. The tedium is safe to take out.

#9 mania3c

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Posted 24 January 2014 - 02:11 AM

I for one would love to see swapping fee..in same way when we are swapping artemis with standard guidance systems ;) so we would rather buy module for each mech separately ..but that's just me..

#10 NextGame

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Posted 24 January 2014 - 06:45 AM

I have well over 100 mechs, and playing hunt the modules isnt much fun, to the point that i just dont use them.

Theres a whole area around this that needs looked at, including how to replace consumable modules (for players who use them) without sitting for a good while waiting on the changes to save after every map.

Personally, I'd be happy with some kind of find function that highlights all of the mechs you have that has the specific piece of equipment that you are searching for, and some kind of "expended consumable type" module that sits where a consumable was, and a button that simply reads "resupply", and pops up a confirmation box containing the cost of the resupply and an ok/cancel option.

Edited by NextGame, 24 January 2014 - 06:48 AM.


#11 Effectz

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Posted 24 January 2014 - 06:47 AM

I just take my modules out of the A mech when I'm finished playing,takes 2 seconds and saves alot of trouble.

#12 Infrasound

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Posted 31 January 2014 - 11:47 PM

You can, but you have to move them ... and its bloody slow and annoying. So just buy more.

#13 Colonel Fubar

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Posted 01 February 2014 - 12:06 AM

You envision a very Homogenized module universe, I'll pass. :(

#14 Dirus Nigh

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Posted 01 February 2014 - 07:50 PM

First world problems.

You are upset that you need to swap modules from one mech to another, and that you need to spend space bucks in a free to play game to have more than one.

#15 Davers

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Posted 02 February 2014 - 09:38 AM

View PostAlcom Isst, on 23 January 2014 - 11:31 AM, said:


But the F2P system doesn't benefit from players putting in the time to earn or unlock multiples of modules, as no one does that. Everyone simply swaps modules, which isn't fun.

I think when the lobbies are here, and you can select up to 4 mechs to choose to drop in, that you will not be able to switch the modules on those mechs.





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