While I completely agree that there should be C-Bill cost for obtaining nodes. And I am sure it should be higher than it is now, as some nodes give you "Modules" which did cost what now pays for 40 nodes easily.
I disagree with high cost of reskilling into other things.
= = = =
Solution:
+ 1SP costs 1500XP + 25k C-Bills, but SPs are purchased prior to installation of nodes
+ Bump initial cost of node to 125k C-Bills
- Removal of node from tree is FREE OF CHARGE
+ Node is only unequipped and stored in inventory (Like modules were.)
+ Attaching node you already have will cost 5k C-Bills (which is damn low price but still sinks 100k+ C-Bills for reworking of one already owned tree)
= = = =
Additional Interchangeability:
+ Weapon nodes unequipped from one mech are attachable to another mech as weapons are same.
+ Light mech based nodes are transferable to another light mech
+ Universal nodes are transferable to any mech.
++ To attach node purchased for another mech one has to 1st unlock SP as written above (1500XP + 25k C-Bills)
= = = =
Results: new mechs still have to be played to unlock SP (XP requirement). Initial cost is higher, but experimentation comes cheaply. And cost to get stuff for additional mechs is reduced as player may already own excessive nodes.
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Solution To Cost Of Nodes
Started by Fox2232, Feb 09 2017 06:27 AM
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