the Cbill cost seems a bit high. I understand that its the equivalent of 2 modules in a mech, but not every pilot wants or uses modules. The question is whether the equivalent of a non-module mech is doable. I'll be doing some spreadsheet warrior and make some recommendations, but my current thought is make the cbill cost a per node value, with module equivalent nodes having a much higher cost:
example: the first 3 levels of nodes should cost 10,000
the next 2 levels of nodes 25000 - 50000
the "endgame" level of nodes should cost 250000 - 500000
I'll do my spreadsheets tonight and put some more details down


My Pts Thoughts
Started by orcrist86, Feb 09 2017 07:08 AM
2 replies to this topic
#1
Posted 09 February 2017 - 07:08 AM
#2
Posted 09 February 2017 - 07:12 AM
I seen a few people say this. I like the idea As it should help out the new pugs get some skills on mechs quicker.
Edited by Monkey Lover, 09 February 2017 - 07:12 AM.
#3
Posted 09 February 2017 - 10:04 AM
thats one aspect, i also don't want to penalize newer players with low cbill earnings. the other thing I'm thinking about is making "end-game" content a real trade off in terms of grind and expense so as not to penalize people with multiple mechs.
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