#1
Posted 01 September 2014 - 11:18 AM
We all know that modules are supposed to be end game content; something to grind towards once you have the mechs you want. That's why they have high GXP and sbill costs. I have several problems with the current system.
First, there will always be more mechs to buy. No matter how many I get I still feel like there are others that I want to try, and more coming out every month. I know that some players have them all (or at least all the ones they want), but I don't have a lot of time to play, so not much income.
Second, at 3,000,000 to 6,000,000 cbills each, I usually find I want a new mech instead of a module. I find that cbills are the bottleneck for me. I have unlocked more modules than I have bought because of the cbill cost. The problem is that there are several modules that are almost necessary to have. Sure you can do fine without them, but they are so good that not taking them is almost a handicap. I'm not here to talk about balance (there's plenty on that already).
Third, because of the high cost I don't own more than one of any given module. This means that when I want to switch mechs I have to strip the modules, and move them to the new mech. When I'm playing in a group it slows things down, and can be a pain if I forget which mech had which module.
The Solution:
I'd like to see the GXP and cbill cost that we have now as the initial unlock cost of a module. When you pay the cost, you don't get an actual module, you just get access. Think of it as giving your techs the resources to research it, or something like that. Once you unlock it, then the module can be equipped on any mech for a smaller cost (I'm thinking 250,000 or so for the expensive ones). Keep it as a piece of equipemnt that can be swapped around, but this way one can have their go to mechs already equipped with the necessary modules for a reasonable cost.
I think that this would feel like more of a reward for your grinding. After fighting, and playing for so long, you can now give a great ablilty all of your mechs, instead of needing another 30-60 games to equip the next mech.
Thoughts?
#2
Posted 01 September 2014 - 11:27 AM
#3
Posted 01 September 2014 - 12:00 PM
#4
Posted 02 September 2014 - 08:02 AM
If they were more in the 500k to one million range, like upgrades, then I would likely buy a set for any mech I play regularly.
This is simple math for PGI, they need to review their strategy.
#5
Posted 02 September 2014 - 08:06 AM
C-Bill packs you can buy with MCs
Having said that, do not think your idea will ever move forward but let's keep the hope alive.
#6
Posted 02 September 2014 - 08:08 AM
Darwins Dog, on 01 September 2014 - 11:18 AM, said:
We all know that modules are supposed to be end game content; something to grind towards once you have the mechs you want. That's why they have high GXP and sbill costs. I have several problems with the current system.
First, there will always be more mechs to buy. No matter how many I get I still feel like there are others that I want to try, and more coming out every month. I know that some players have them all (or at least all the ones they want), but I don't have a lot of time to play, so not much income.
Second, at 3,000,000 to 6,000,000 cbills each, I usually find I want a new mech instead of a module. I find that cbills are the bottleneck for me. I have unlocked more modules than I have bought because of the cbill cost. The problem is that there are several modules that are almost necessary to have. Sure you can do fine without them, but they are so good that not taking them is almost a handicap. I'm not here to talk about balance (there's plenty on that already).
Third, because of the high cost I don't own more than one of any given module. This means that when I want to switch mechs I have to strip the modules, and move them to the new mech. When I'm playing in a group it slows things down, and can be a pain if I forget which mech had which module.
The Solution:
I'd like to see the GXP and cbill cost that we have now as the initial unlock cost of a module. When you pay the cost, you don't get an actual module, you just get access. Think of it as giving your techs the resources to research it, or something like that. Once you unlock it, then the module can be equipped on any mech for a smaller cost (I'm thinking 250,000 or so for the expensive ones). Keep it as a piece of equipemnt that can be swapped around, but this way one can have their go to mechs already equipped with the necessary modules for a reasonable cost.
I think that this would feel like more of a reward for your grinding. After fighting, and playing for so long, you can now give a great ablilty all of your mechs, instead of needing another 30-60 games to equip the next mech.
Thoughts?
I have literally been suggesting this since modules came out. It is just so darn stupid to have to shuffle modules around like this. I don't mind a relatively small cost, maybe 250k/ But 2-6 million per is just silly.
#7
Posted 02 September 2014 - 08:09 AM
1) it generates income for PGI
2) it creates an easy way to get modules than doesnt involve grinding
3) free players can bum MC off paid players to avoid grinding.
Any solution that doesnt earn PGI money isnt really a solution. Because theyve gotta pay the bills.
Edited by Khobai, 02 September 2014 - 09:04 AM.
#8
Posted 02 September 2014 - 08:17 AM
#9
Posted 02 September 2014 - 08:37 AM
+1 for the suggestion though. I like it.
#10
Posted 02 September 2014 - 08:50 AM
Homeless Bill had a very well thought out appeal to re-think this, but it goes unacknowledged and unnoticed by PGI.
http://mwomercs.com/...47#entry3607847
#11
Posted 02 September 2014 - 09:03 AM
They really need to be cheaper for me to buy them for more than 1 mech at a time.
#12
Posted 02 September 2014 - 09:06 AM
FlipOver, on 02 September 2014 - 08:06 AM, said:
C-Bill packs you can buy with MCs
Having said that, do not think your idea will ever move forward but let's keep the hope alive.
If users are not purchasing modules for each mech due to cost, that means the cost is too high.
The solution isn't offering CBill packs for MCs, I have banked 30+ million CBills.
The problem is that I don't want to waste 6 million CBills per mech for a seismic or radar dep module.
So I don't buy them.
The convenience of having them slotted is being outweighed by the cost.
They need to refine that balance, so the cost becomes palatable.
As I stated, I own ONE Seismic that cost me 6 million. I swap it around.
If they cost ONE MILLION each, I would buy 12+ copies and eventually one for each mech (30+).
This is not hard math, to figure out which is the larger cbill sink in a game that has its main revenue source as acquiring mechs.
#13
Posted 02 September 2014 - 09:55 AM
#14
Posted 02 September 2014 - 11:19 AM
#15
Posted 02 September 2014 - 12:16 PM
terrycloth, on 02 September 2014 - 11:19 AM, said:
when a small module like that costs more than the mech it is being placed on, something is wrong
#18
Posted 02 September 2014 - 12:48 PM
Sandpit, on 02 September 2014 - 12:41 PM, said:
Sand you may have ADD.
Read again why I said what I said... better yet... I'll do a simple quote...
Was answering to "If users are not purchasing modules for each mech due to cost, that means the cost is too high." and could very well have said: "Sure, if someone doesn't buy them, that means everyone else isn't buying them"
#19
Posted 02 September 2014 - 12:57 PM
FlipOver, on 02 September 2014 - 12:48 PM, said:
Read again why I said what I said... better yet... I'll do a simple quote...
Was answering to "If users are not purchasing modules for each mech due to cost, that means the cost is too high." and could very well have said: "Sure, if someone doesn't buy them, that means everyone else isn't buying them"
and I just as easily reversed what you said. Now if the statement had been "NOBODY is buying them, that'd be different"
you tried to dismiss the statement you quoted, I just showed how your statement can easily be reversed to insinuate the same thing.
#20
Posted 02 September 2014 - 01:00 PM
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