I know this post is pointless, since there have been posts like this be ignored, but heck, I want to imagine what this came COULD be like (just as I imagine what I COULD do with 10 Mil. $$$). It really makes me sad how PGI constantly misses good opportunities to make this game better, instead they tinker here and there, not really improving, but just changing the game and the mechanics.
As I take it, the main reason for the revamp is the following:
- Not enough consumables are being used (no C-Bill / MC-Dump for PGI). As I understand it, PGI has to find ways to incentivize the game. Right now, they tend to have low steady income but huge income-boosts with Packages like the Phoenix- and Clan-Package. Therefore they hope to up the income by people spending their C-Bills until they have to resort to MC. I understand that, but there must be better ways to incentivize MWO.
- No one uses Weapon-Modules (since they are ****)
The module revamp could be the entry gate to Role Warfare
The focus of the game has been always far too much on direct damage, as seen that support roles that tag or cap but don’t get much direct damage almost always get far less XP & C-Bill than their damage dealing counter parts. This has been addressed in the past by giving bonuses for Spotting / Narcing etc, but still feels very uneven. And this trend is present with the module-revamp as well. Why do we get, for example “weapon module-slots” but no “support module-slots”?
So here is “the community’s” idea of Modules - when PGI can say they speak for the community, so can I ;-P
Split Modules into more than kinds of Slots according to the roles they perform on the Battlefield:
- Sensory Modules
- Counter Measures-Modules
- Support Modules
- Weapon Modules
- Mobility Modules
- Consumables
- Mech- / Omni-Modules
Some very powerful Modules, like for example could also occupy wallstreet, I mean occupy more than 1 kind of Module-Slots. Radar Deprivation for example could occupy 1 Mech-Module-Slot and 1 Sensory Module Slot. This would make the Mastery-Module Slot even more important, hence some mechs could have zero Sensory module slots in stock, so you would have to use the Omni-Module slot for Sensory to equip Radar Deprivation. So the Mech- and Omni-Module (unlockable by Mastery where every module can be fitted.) would be limiting the Mech to one or 2 powerful Modules, that require both, a Misc- and a Master-Module Slot.
Another idea: Why not let Modules unlock similar to the Skills? So you start with 1 Mech-Module and 1 Weapon module and as you progress, you can unlock more and more Module-Slots. In unlocking, you have to declare what Slot it should be. Reskilling would require 50 MC per Module Slot or 5 Mil. C-Bills. Still all Mechs would have “hardpoint Module limits”, so that every mech-variant would be unique in in’s possible Module-Layout.
Here is, what this System would look like: (I snuck some ides into the existing Modules, since there are still way too few to make this a thing about real choices).
- Sensory Modules
- 360°Target retention
- Target Info Gather
- Advanced Zoom
- Target Decay
- Seismic Sensors (+Mech Module)
- Sensor Range
- Counter Measures-Modules
- Radar Deptivation (+Mech Module)
- AMS Rate of Fire
- Sturdy (+10% more Armor) (+Mech Module)
- Elusive (even without ECM only targetable after 3 Seconds in LOS) (+Mech Module)
- Support Modules
- Enhanced ECM Range
- Enhanced TAG Range
- Capture Accelerator
- Stealth UAV (UAV that is lightly cloaked and not visible for the enemy on the Minimap)
- Weapon Modules
- Tuned NARC
- AMS Overload
- AMS Range
- Enhanced NARC
- All other Weapon Enhancements
- Increase ROF by 5% (+ Mech Module)
- Decrease Weapon Heat output by 5% (+ Mech Module)
- Mobility Modules
- Improved Gyros
- Hill Climb
- Speed Retention
- Shock absorbance
- Mastery Anchor Turn (Additional 5% rotating Speed)
- Enhanced JJ Range by 25%
- Consumables
- Cool Shot
- Arty
- Air
- Signal Flare (shoots a Flare in the Sky that can be used to command units by directing them to the Enemy)
- EMP Pulse (Disrupts ECM / UAV for 10 Seconds)
It would be even possible to give certain Mechs unique, free build in Modules, that emphasize their role on the Battlefield.
Possible Mech-Layouts:
Raven:
- 3 Sensory Modules
- 3 Counter Measures-Modules
- 3 Support Modules
- 1 Weapon Modules
- 2 Mobility Modules
- 4 Consumables
- 1 Mech- / + Omni-Modules
Atlas:
- 1 Sensory Modules
- 1 Counter Measures-Modules
- 0 Support Modules
- 4 Weapon Modules
- 1 Mobility Modules
- 3 Consumables
- 1 Mech- / + Omni-Modules
So… that’s my 2 cents about this whole Modules thing. So much wasted potential….