Module Madness
#21
Posted 14 May 2015 - 05:35 AM
Jody
#22
Posted 14 May 2015 - 06:25 AM
McMatt, on 07 May 2015 - 09:16 PM, said:
If they make it easy for you to drag and drop modules from one mech to another.. then no one will ever buy a duplicate module again... no benefit to them.
Galenthor Kerensky, on 13 May 2015 - 02:12 PM, said:
See my post above..
Edited by DAEDALOS513, 14 May 2015 - 06:24 AM.
#23
Posted 14 May 2015 - 07:50 PM
DAEDALOS513, on 14 May 2015 - 06:25 AM, said:
See my post above..
True but we are only spending C-bills... I'm cynical too but I think its more poor implementation -- modules only got maddening once they changed categories and added oodles of new weapon modules. Hopefully they will do a mea culpa and fix this for us soon...
#24
Posted 15 May 2015 - 03:38 AM
DAEDALOS513, on 14 May 2015 - 06:25 AM, said:
I never have and never will buy a non-comsumable duplicate module for the reason that it's too much hassle to go and find it - they are too expensive to do that.
If I could choose one feature for the new Mechlab it would be a strip all modules button, everything else is just a nice to have!
#25
Posted 15 May 2015 - 07:49 AM
Jman88, on 14 May 2015 - 07:50 PM, said:
True but we are only spending C-bills... I'm cynical too but I think its more poor implementation -- modules only got maddening once they changed categories and added oodles of new weapon modules. Hopefully they will do a mea culpa and fix this for us soon...
CBILLS or not, PGI wants you to grind (ie. play the game to increase player base) in order for you to earn Cbills and actually HAVE something to spend it on. They will not make the system so that each of us can make do with only one of each module for say 100 mechs... face it, it just won't happen.
Quarkspace, on 15 May 2015 - 03:38 AM, said:
I never have and never will buy a non-comsumable duplicate module for the reason that it's too much hassle to go and find it - they are too expensive to do that.
If I could choose one feature for the new Mechlab it would be a strip all modules button, everything else is just a nice to have!
I hear ya, and judging from the number of posts under your belt, I can see you are relatively new to the game. In the beginning I too felt the same way as you.. I since realized how futile it is to hope they will change this and have given up. I am now equipping just my favourite mechs with the appropriate modules so they're ready to go.
PS. full disclosure: I have premium time and this helps immensely with earning Cbills. By NOT making it easy to move modules around PGI is giving us a big incentive to purchase premium time. They will make improvements to the game but not go so far as to hurt their bottom line.
Edited by DAEDALOS513, 15 May 2015 - 07:57 AM.
#26
Posted 15 May 2015 - 08:23 AM
You could do it with style and give the player more easy ways to change modules, but give also the modules a "bind to mech" feature, with bonus like higher effectiveness, etc.
Best
#27
Posted 15 May 2015 - 09:54 AM
K4t4k1s, on 15 May 2015 - 08:23 AM, said:
You could do it with style and give the player more easy ways to change modules, but give also the modules a "bind to mech" feature, with bonus like higher effectiveness, etc.
Best
Yes, instead of ppl offering up solutions that negate having to purchase multiple modules (as it will never happen), we need to come up with solutions similiar to yours. I really do like your solution K4t4k1s.. a good bonus would be 5%. But what if I wanted to remove a 'bound' module, or replace it with another one. How should we handle that?
#28
Posted 15 May 2015 - 11:10 AM
DAEDALOS513, on 15 May 2015 - 09:54 AM, said:
Thank you, for your nice answer.
I would suggest to make the "unbind" possible, but to make it fair for all parties, for 50% of the module cost.
Best
#30
Posted 16 May 2015 - 11:13 PM
DAEDALOS513, on 15 May 2015 - 07:49 AM, said:
Fair enough. So people with premium time get a remove all modules button. Then bottom line is satisfied and players are satisfied.
#31
Posted 17 May 2015 - 07:02 PM
Quarkspace, on 16 May 2015 - 11:13 PM, said:
Fair enough. So people with premium time get a remove all modules button. Then bottom line is satisfied and players are satisfied.
That's a crude solution.. it would have to be more refined. Perhaps strip all of one-type of module, or even give me the option which mech to strip from. I just don't feel like re-equipping modules on every mech, every time..
Edited by DAEDALOS513, 17 May 2015 - 07:02 PM.
#32
Posted 17 May 2015 - 10:19 PM
#34
Posted 19 May 2015 - 09:38 AM
I mean 80 bucks for a few mechs is ok but making a poor UI costs them more in player base than they could ever make with it.
#35
Posted 19 May 2015 - 11:40 AM
Goolschen, on 19 May 2015 - 09:38 AM, said:
I mean 80 bucks for a few mechs is ok but making a poor UI costs them more in player base than they could ever make with it.
The new UI is superb. Check it out here:
#36
Posted 19 May 2015 - 01:04 PM
This is not hyperbole, I am talking literally hundreds of posts since the very first public test of UI 2.0.
I am convinced it is done deliberately to try to make you spend money on modules. Conspiracy theory? Feel free to prove me wrong PGI but I will not hold my breath.
Edited by Jabilo, 19 May 2015 - 01:04 PM.
#37
Posted 19 May 2015 - 01:36 PM
Jabilo, on 19 May 2015 - 01:04 PM, said:
This is not hyperbole, I am talking literally hundreds of posts since the very first public test of UI 2.0.
I am convinced it is done deliberately to try to make you spend money on modules. Conspiracy theory? Feel free to prove me wrong PGI but I will not hold my breath.
Yes, that theory was mentioned above.. it's obviously true because there can't be any other explanation for such a sloppy implementation (even in the improved UI coming up).
#38
Posted 19 May 2015 - 03:09 PM
100 Mechs I own x6.000.000radar dep x 6.000.000 seismic x 3.000.000 wpn mod1 x 3.000.000 wpn mod2 = 1.800.000.000 cBills
even more if a mech needs more than two Mech/weapon modules - I started this mission last december and I have around 60 Mechs fully equipped already
#39
Posted 19 May 2015 - 03:13 PM
#40
Posted 19 May 2015 - 04:19 PM
Frytrixa, on 19 May 2015 - 03:09 PM, said:
100 Mechs I own x6.000.000radar dep x 6.000.000 seismic x 3.000.000 wpn mod1 x 3.000.000 wpn mod2 = 1.800.000.000 cBills
even more if a mech needs more than two Mech/weapon modules - I started this mission last december and I have around 60 Mechs fully equipped already
That's really cool.. I'm only fully equipping the mechs I enjoy the most so they're ready to go on a moments notice.
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