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Progressive C-Bill Cost: A Comprimise


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#1 Dracol

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Posted 10 February 2017 - 04:25 PM

The Change
  • C-Bill cost of the very first node purchased is 2,173 c-bills
  • Price of a each additional node goes up by 2,173 c-bills
  • The 91st node would cost 197,743 c-bills
  • Total Cost of all 91 nodes is 9.1mil
With this change, a 1 million c-bill investment in a mech receives 30 nodes
This formula could also be applied to xp costs

What does this address
A few issues from different player types
  • New Players
    -Lower c-bill cost of the beginning nodes reduces gap between them and vets quicker
    -Greater satisfaction in beginning matches with a new mech due to being able to unlock nodes even with bad matches
  • Mech Collectors
    - While still imposing a cost on getting a mech near equal to a mech on the live server that only has skills but no modules, it reduces it at the 30 node point mark by 2 million c-bills
  • Experimenters
    - Cost of experimenting with builds at the beginning of a mech's life cycle is drastically reduced
  • General issue
    - Best nodes can be purchased first at lower cost, more optional nodes can be left by the way side if c-bill retention is desired
All the while, the c-bill sink that a game with this type of f2p business model requires is maintained and the max cost currently chosen by PGI remains.

Edited by Dracol, 10 February 2017 - 04:27 PM.


#2 Fiona Marshe

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Posted 10 February 2017 - 05:18 PM

I have been thinking along similar lines but haven't had the opportunity to number crunch a proposal.

The current system is linear in both unlocking and "per node" increase. There is a *small* amount of diminishing returns as the 5 levels are unlocked but its not noticeable with linear costs.

ie. Node 5 of +4%; 120/116 = 3.4% increase

#3 Monkey Lover

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Posted 10 February 2017 - 05:24 PM

Lots of people are pushing for this. I know I have twitted Russ a few times as this should really help out new mechs skill up faster.

#4 Dracol

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Posted 10 February 2017 - 05:56 PM

View PostMonkey Lover, on 10 February 2017 - 05:24 PM, said:

Lots of people are pushing for this. I know I have twitted Russ a few times as this should really help out new mechs skill up faster.


Didn't think I was the first, just hadn't seen any numbers yet which would have stuck in my memory. Figured I do some crunchin, see what the break down was to reach 9.1mil, and layout out the points in a nice spread with some cheese and crackers.

Edited by Dracol, 10 February 2017 - 05:56 PM.


#5 Monkey Lover

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Posted 10 February 2017 - 06:02 PM

View PostDracol, on 10 February 2017 - 05:56 PM, said:


Didn't think I was the first, just hadn't seen any numbers yet which would have stuck in my memory. Figured I do some crunchin, see what the break down was to reach 9.1mil, and layout out the points in a nice spread with some cheese and crackers.
the more we bring it up the better :)





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