I have been playing now for 5 months and have never used modules, but just bought some during the sale.
It seems to me that the module system is an unneeded c-bill sink and off putting to new players.
Firstly this game does not need a c-bill sink. You only need money sinks when there is a possibility of inflation within the game. i.e. things will get more expensive because people who have played the game for a long time can drop more money on an item and reduce the supply.
In brief:
As prices do not change there is no need for a money sink.
The idea of GXP and mech XP is confusing.
The mech "skill tree" is terrible and once elited pointless.
The cost of modules is silly and giving advantages to people who have c-bills to burn and therefore not good for new player experience.
Proposal:
Now I would like a detailed skill tree for each mech, but I think this would be a quick and dirty solution.
Drop all modules except consumables.
modules are now equipped through the skill tree section and cost Mech XP to equip.
To remove a module you have to pay mech XP and 3million C-bills (which I think is an average cost of a module now).
Advantages
gives the appearance of a deeper skill tree
Allows new players to use modules without making the choice between a module or a new Mech.
Could make it worthwhile to have more than one of a chassis (sell more mech bays).
No need to go hunting for modules to strip when changing mechs.
Actually a better c-bill sink if the person doesn't want to buy another copy of the chassis.
Of course I don't want to limit this you could have all sorts of interesting things like deciding between sensor, movement or weapons. But keeping it simple for now.


Roll Modules Into The Skill Tree
Started by Greyhart, Aug 17 2015 02:15 AM
3 replies to this topic
#1
Posted 17 August 2015 - 02:15 AM
#2
Posted 17 August 2015 - 03:30 AM
while I am not against the idea, I think you are missing a significant reason for the modules, it goes into pay for convenience.
to unlock the modules costs a fair amount of GXP, which accumulates rather slowly, so to save time you can convert Mech XP (which accumulates about 20 times as fast) into GXP by spending MC, this is a significant moneymaker for PGI, if they lost that they would have to replace it with something else.
you are correct in that we so not need additional cbill sinks however if you want a module or 2 you have to make sacrifices, as in spend money that could have purchased and upgraded you a Mech on 2 modules, or you can use MC to buy cbills, ether with one of the cbill packs or by buying and selling the Light Champion Mechs while on sale (usualy for a much better exchange rate).
modules give a small advantage, the sort of advantage that is only really significant at high Elo or in CW
to unlock the modules costs a fair amount of GXP, which accumulates rather slowly, so to save time you can convert Mech XP (which accumulates about 20 times as fast) into GXP by spending MC, this is a significant moneymaker for PGI, if they lost that they would have to replace it with something else.
you are correct in that we so not need additional cbill sinks however if you want a module or 2 you have to make sacrifices, as in spend money that could have purchased and upgraded you a Mech on 2 modules, or you can use MC to buy cbills, ether with one of the cbill packs or by buying and selling the Light Champion Mechs while on sale (usualy for a much better exchange rate).
modules give a small advantage, the sort of advantage that is only really significant at high Elo or in CW
#3
Posted 17 August 2015 - 04:43 AM
really I can't believe that people use MC on GXP that much.
long term players will have most if not all the items unlocked and new players are more likely to buy mechbays, mechs and premium time.
But if that was a issue charge something like 150 MC to reset and refund the Mech XP and the 3 million c-bill would just reset the tree but not refund the XP.
long term players will have most if not all the items unlocked and new players are more likely to buy mechbays, mechs and premium time.
But if that was a issue charge something like 150 MC to reset and refund the Mech XP and the 3 million c-bill would just reset the tree but not refund the XP.
Edited by Greyhart, 17 August 2015 - 04:44 AM.
#4
Posted 17 August 2015 - 04:55 AM
I've been playing for a while now, definitely for over a year now that I think about it, and only recently have I acquired modules.
For the most part I really enjoy them, I love having seismic sensor on my light scouts when I'm hiding in cities and stuff, but it is a pain to get these things. Couple that with the fact that there is not a great system for finding modules, and cockpit items for that matter, in the mechlab unless you look at every single 'mech that you own. I like the idea of having these modules tied into the 'mech xp somehow just based on the fact that I wouldn't have to go hunting for them or keep a physical list of what 'mechs have what.
I don't have a simple solution to this, but I definitely think this is something worth discussing for the community.
For the most part I really enjoy them, I love having seismic sensor on my light scouts when I'm hiding in cities and stuff, but it is a pain to get these things. Couple that with the fact that there is not a great system for finding modules, and cockpit items for that matter, in the mechlab unless you look at every single 'mech that you own. I like the idea of having these modules tied into the 'mech xp somehow just based on the fact that I wouldn't have to go hunting for them or keep a physical list of what 'mechs have what.
I don't have a simple solution to this, but I definitely think this is something worth discussing for the community.
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