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How To Fix Modules


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#1 Sprouticus

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Posted 19 July 2014 - 12:47 PM

I actually like the new proposed module system excluding a few minor issues.


1) No more than 1 consumable per mech except for a VERY few light mechs (locust, commando) that are undervalued currently.

2) Keep the general modules the same

3) Remove the downside to weapons modules. (extra range, no heat)

4) Add weapons modules for reduce heat or cooldown

5) MAKE THE MASTER MODULE A GENERAL MODULE. Weapons modules are NOT worth 21k XP. Ther would be literally no reason to master mechs.



Lastly is a change to purchasing modules.

Instead of X thousand GXP to purchase access and Y CBills to purchase one

Make it Xgxp + Y CB to get access and make each one cost a raltively low number of C-Bills

Example:
15k GXP + 6 Million CB for access
250k per module.

This was we wont have to shuffle modules around.

#2 Draykin

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Posted 19 July 2014 - 12:58 PM

Or we could wait to see how PGI handles the module system, and see if they alter/add any modules.

#3 Sandpit

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Posted 19 July 2014 - 01:31 PM

If they really want to encourage roles and such they're overthinking it.

Limit certain modules to specific weight classes
Add modules for specific weight classes
(IE scouting modules and such)

then go even further and restrict certain modules to certain chassis. That's going to make them much more desirable.

View PostDraykin, on 19 July 2014 - 12:58 PM, said:

Or we could wait to see how PGI handles the module system, and see if they alter/add any modules.

or?
we can use the forums for feedback on things that PGI has announced

#4 Ihasa

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Posted 19 July 2014 - 05:33 PM

View PostSandpit, on 19 July 2014 - 01:31 PM, said:

If they really want to encourage roles and such they're overthinking it.

<snip>

What else is new?





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