Should Modules Be Cheaper But Fixed To The Mech?
#1
Posted 18 November 2014 - 08:49 AM
I really, really, like this idea (if both removal options are available). I don’t believe most modules give a benefit equal to their current cost, and with a large number of mechs in the hangar playing the “hunt the module” game is anti-fun. I would definitely invest more in modules under this system than I do now, and feel they provide a more fair value.
#2
Posted 18 November 2014 - 08:50 AM
#3
Posted 18 November 2014 - 08:52 AM
If you make them only fixed all it will do is make people stay with the same mechs. Right now when i buy a new IS mech i already have to buy dhs and endo right away.
#4
Posted 18 November 2014 - 08:56 AM
#5
Posted 18 November 2014 - 09:01 AM
#6
Posted 18 November 2014 - 09:02 AM
Sure, the idea "sounds" good - but what's likely to happen is that they add in the fixed ones for 50% of the cost.. and once people start liking the idea they yank the replaceable ones - then it becomes another pay-wall: using MC to remove those Modules.
#7
Posted 18 November 2014 - 09:04 AM
And MC to remove modules: absolute no-no!
Edited by Shadow Magnet, 18 November 2014 - 09:05 AM.
#8
Posted 18 November 2014 - 09:04 AM
Just a bad idea.
Modules are supposed to be top tier stuff they should cost it.
Edited by Jacob Side, 18 November 2014 - 09:05 AM.
#9
Posted 18 November 2014 - 09:06 AM
They're already so powerful they're considered necessary for competive play. Seismic? Radar Dep? Yeah, the latter especially is a HUGE investment of time just to get.
While the Range and Cooldown modules have reached the point of being genuinely useful and game changing - especially combined with Quirks!
#10
Posted 18 November 2014 - 09:17 AM
So Buy and Transfer (CW will cause issues here), or Buy and Mount permanently but destroy upon removal - boo on this one (or MC remove and swap - booo also btw)
If I need modules, C-bills will be needed in any case (MC for modules is already needed if you don't play a boatload to get the GXP required to finalize.
#11
Posted 18 November 2014 - 09:26 AM
My favorite idea so far has been to make them expensive (cbills and GXP) to unlock them. Once they are unlocked, you can buy them for a relatively low price to actually equip on a mech. Basically the initial investment is like RnD for your techs to come up with it, then it is relatively easy to add it to a mech.
I honestly wouldn't even mind if there were just a way to find them among all your mechs.
#12
Posted 18 November 2014 - 09:28 AM
i'd like to see it closer to Artiemis/endo/ff/dhs....cbills to put on, cbills to take off. refund for all the modules floating around, and bam. there ya go.
EDIT: also this wouldnt be bad.
Darwins Dog, on 18 November 2014 - 09:26 AM, said:
My favorite idea so far has been to make them expensive (cbills and GXP) to unlock them. Once they are unlocked, you can buy them for a relatively low price to actually equip on a mech. Basically the initial investment is like RnD for your techs to come up with it, then it is relatively easy to add it to a mech.
I honestly wouldn't even mind if there were just a way to find them among all your mechs.
Edited by KamikazeRat, 18 November 2014 - 09:29 AM.
#13
Posted 18 November 2014 - 09:36 AM
KamikazeRat, on 18 November 2014 - 09:28 AM, said:
i'd like to see it closer to Artiemis/endo/ff/dhs....cbills to put on, cbills to take off. refund for all the modules floating around, and bam. there ya go.
EDIT: also this wouldnt be bad.
I'd prefer if they costed a lot less, then were destroyed if removed. No MC paywall. It'd be like the other upgrades. Though I'm not a fan of modules to begin with.
#14
Posted 18 November 2014 - 09:40 AM
#15
Posted 18 November 2014 - 09:44 AM
Mirkk Defwode, on 18 November 2014 - 09:36 AM, said:
I'd prefer if they costed a lot less, then were destroyed if removed. No MC paywall. It'd be like the other upgrades. Though I'm not a fan of modules to begin with.
The MC for removal is if you did not want to destroy them when you removed them. So you could remove them which would destroy the module OR pay some MC so when you removed the module it would be added to your inventory instead of being destroyed.
#16
Posted 18 November 2014 - 09:46 AM
Are they a bit pricey? Yep, but they are not over the top crazy pricey by any means... I say leave them alone, just my opinion...
#17
Posted 18 November 2014 - 09:48 AM
VanillaG, on 18 November 2014 - 09:44 AM, said:
Yeah, I saw that. but for those concerned modules will end up behind a paywall, I'd say make it so it always burns them and MC isn't a consideration.
But bring the costs more inline with other customization options between the range of heavy weaponry and getting Endo or DHS.
#18
Posted 18 November 2014 - 09:48 AM
we just need a faster way to find modules and swap them onto different mechs
and obviously a refund for all bought modules once thats implemented. since you would no longer need duplicates of modules its only fair to refund players who bought duplicates.
module selection should be on the very top level of the UI... not buried inside the mechlab.
the module selection screen should also show you where all your modules/consumables are located and should allow you to quickly remove modules/consumables from any mech you own and swap them to a different mech.
Edited by Khobai, 18 November 2014 - 09:52 AM.
#19
Posted 18 November 2014 - 09:51 AM
#20
Posted 18 November 2014 - 09:52 AM
They just need a small reduction in price. I don't own a single weapon module except the ones that came with my Clan pack for AMS and NARC because of how utterly expensive they are. They're weapon specific and yet cost more than some of the other generic modules. Even if just the weapon modules got a small price reduction I'd be happy.
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