Jump to content

Make Modules Things You Want, And Can Get, Multiple Of ...


No replies to this topic

#1 Macksheen

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,166 posts
  • LocationNorth Cackalacky

Posted 29 October 2014 - 02:31 PM

Modules are expensive, even for older players - and I can imagine a newer player looking to see what it would take to kit out just one mech, let alone 4 for a drop ship. 4x Radar Derp? Cripes! Many of them are more expensive than the chassis themselves for Pete's sake! Pete! What the heck are you doing there Pete?!

- Drastically reduce all static module costs to 25-50% or so of what they are now - encouraging people to not hunt for that one radar derp or advanced zoom they have and instead, save and buy another.

- Expand the skill tree to add additional module/weapon slots onto a mech. HOWEVER, do this both with a large XP requirement (say 100k for the next tier beyond mastery, 250k xp for the tier above that). In addition, once those skills are unlocked make that an upgrade you have to buy for that chassis (like buying Endosteel, DHS, etc.) - and make that one pricey as hell. 20M for the first? 100M for the next?

This becomes "end game". You don't need seismic / etc. on every mech, but it gives people who've got mastery done something to shoot for and spend cash on. It's still a big cash sink (and all MMO like things need them), but this puts the largest investment towards the end - and not so early on. This gets newer players competing faster with useful gear, makes it so people will not be so put off farming for modules or mind buying multiples.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users