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Xp And C-Bill Bonus For Each Empty Module Slot


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#1 Red Line Pilot

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Posted 11 July 2015 - 09:22 AM

As the title; Boost to C-Bill and XP when you play without modules would be great.

You play severely handicapped, it helps new players and gives veterans a better challenge.

Seems only fair.

Or...

We remove the entire pilot/skill tree and module system :D:D:D:D:D:D:D:D

#2 vettie

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Posted 11 July 2015 - 10:27 AM

not in disagreement, however this suggestion is counter to PGI business model.

Modules are "end game" content and a cbill sink

#3 stjobe

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Posted 11 July 2015 - 10:28 AM

I'll go for what's behind door number two, except "replace", not "remove".

Getting a bonus for NOT equipping something seems... well, bass-ackwards.

#4 Light-Speed

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Posted 11 July 2015 - 02:30 PM

Doesn't not equipping modules save you power and maintenance costs?

#5 Karamarka

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Posted 11 July 2015 - 03:11 PM

View Postvettie, on 11 July 2015 - 10:27 AM, said:

not in disagreement, however this suggestion is counter to PGI business model.

Modules are "end game" content and a cbill sink


They make finding modules so clunky and a horrible experience

to try and make you buy more of the same module

NOW where did i put that radar dep..... ffs

#6 stjobe

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Posted 11 July 2015 - 03:27 PM

View PostKaramarka, on 11 July 2015 - 03:11 PM, said:


They make finding modules so clunky and a horrible experience

to try and make you buy more of the same module

NOW where did i put that radar dep..... ffs

Easiest way nowadays is to use the mech selection screen and click through every 'mech you have, looking at the "modules" section:

Posted Image

Its way faster than the old UI, where you had to select a 'mech, go to the mechlab, select modules, and check.

But of course, it's way worse than a "find module" search function...

#7 ShadowWolf Kell

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Posted 11 July 2015 - 03:33 PM

Hopefully that's fixed on the 21st, or the first August patch. Russ wasn't sure which, other than likely one of those two.

#8 Leiska

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Posted 11 July 2015 - 05:00 PM

Modules don't really work as "end game content" because new mechs themselves are already "end game". I'm not ever going to buy multiples of the same mech modules because I can instead be buying new mechs.

#9 IronChance

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Posted 11 July 2015 - 06:51 PM

There should be a "salvage module" that you can buy for mc or maybe a ton of cbills that gives a cbill salvage boost but no combat bonuses.

#10 stjobe

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Posted 11 July 2015 - 07:07 PM

View PostLeiska, on 11 July 2015 - 05:00 PM, said:

Modules don't really work as "end game content" because new mechs themselves are already "end game". I'm not ever going to buy multiples of the same mech modules because I can instead be buying new mechs.

Why do you think there's a 4-mech requirement for CW?

Please remember that respawn in the regular queue has been suggested and shot down numerous times since closed beta.

"Hey Paul, how are we going to get people to buy more modules? They can't really play more than one 'mech at a time, so they just keep moving the modules around"
"I know. Let's force them to lock four 'mechs at a time into a match. We'll call it "dropship mode" and claim it was the players' idea what with their silly respawn requests"
"Great plan Paul!"

Edited by stjobe, 11 July 2015 - 07:08 PM.


#11 crustydog

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Posted 11 July 2015 - 09:51 PM

I don't like the idea - but credit to you for thinking creatively - we can always use more of that.

#12 Red Line Pilot

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Posted 12 July 2015 - 01:08 AM

mmm, think creatively...

Don't hug me I'm scared :S

#13 Leiska

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Posted 12 July 2015 - 01:38 AM

View Poststjobe, on 11 July 2015 - 07:07 PM, said:

Why do you think there's a 4-mech requirement for CW?

Please remember that respawn in the regular queue has been suggested and shot down numerous times since closed beta.

"Hey Paul, how are we going to get people to buy more modules? They can't really play more than one 'mech at a time, so they just keep moving the modules around"
"I know. Let's force them to lock four 'mechs at a time into a match. We'll call it "dropship mode" and claim it was the players' idea what with their silly respawn requests"
"Great plan Paul!"

Even in CW the return on investment on duplicate modules is extremely poor. I don't really see myself making that investment.

#14 Red Line Pilot

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Posted 18 July 2015 - 12:16 PM

I still think this might is a really good idea. The more i play the more i feel either ashamed for equipping modules some of my opponents just don't have or frustrated that i don't have a certain weapon module/pilot "skill"

The way modules and the pilot tree work at this point is really really bad, as in REALLY bad.

It also kind off defies half of the point of the game. First you create an awesome game with line of sight, radar, ecm etc etc and then you just destroy your own hard work by introducing a seismic module... i just don't get it.

Consumables should never have been in the game in the first place... first you grind them out for thousands of GXPs then you have to keep paying CBills to use them. For the less regular players this is just unaffordable. I really think we should agree to "just not use consumables"... but i know that will never happen. I can not just shoot my allies because they dropped an airstrike :S

The general theme of game seems to be that as a non regular player you'll have to be happy by getting stomped a lot and take it for granted that there are others that just have flat out better equipment then you do.

Please note that i own plenty of modules and mechs. This is not a wine on my own poor position. This is a general concern on how others experience the game.





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