I think there's similar proposals floating around, but none seemed detailed or quite where I thought it should go, so I made my own.
Design principles they missed:
- don't lose current capabilities and don't require re-grind on current mechs
- I second many other's opinions that I will not continue to play if I have to spend time regrinding mechs that I've already invested time in.
- Allow a little growth
- need to allow experimentation to enable diversity
- cbill use should be minimal-ish - replicate the use today for pilot/weapon modules
- true diversity doesn't require certain skills be picked by players
I made a full spreadsheet to show this in google docs - it's not pretty, but hopefully it provides the illustration of what I'm getting at.
The values in the sheet are based on what PGI had or what we can get to today - they could be reworked for balancing as needed. I simplified the weapon nodes as what they had seemed overly much, but I think they could remain broken out like PGI does today if they wanted. I also changed some of the grouping to enable the plan below.
The plan would go something like this:
- set a max # of skills per area - these could be adjusted, I picked these values to make the fully spec'ed mech similar to what we have today
- mech ops = 10
- defensive = 5
- mobility/jump jets = 30
- sensors/firepower/auxilary = 40 (these essentially represent modules in today's game)
- mech ops = 10
- Keep the cost of a node at 1500 XP (1-2 good matches needed per node)
- Mech XP directly converts and mechs should get XP for sensor/firepower/auxilary skills based on if the mech is at elite or master status - give a flat amount for 30 or 40 skill nodes.
- This means that a fully mastered mech gets enough XP for 33 nodes, plus the full skills for the max sensor/aux/weapon skills. 33 nodes *1500 = 49500 XP which is what you would spend to master a mech today.
- on my sheet i highlighted yellow the skills that you get today as you basic/elite/master a mech - that was the driver for this
- the flat amount for the elite/master status is based on the fact that today we pay XP once for module skills. under the new system, I have to pay per mech. this option technically gives folks a lot more XP, but only if they have mastered/elited the mech...best comprimise I could come up with at this point.
- This means that a fully mastered mech gets enough XP for 33 nodes, plus the full skills for the max sensor/aux/weapon skills. 33 nodes *1500 = 49500 XP which is what you would spend to master a mech today.
- Mech ops, defensive and mobilty/JJ skills are 0 CBill cost. Sensor/aux/weapon skills are 50000 bills per node
- this keeps things similar to today, where the modules cost, but movement skills do not. it should enable newbies/casuals to get involved as well as those that play frequently
- This does assume we don't care about folks with lots of modules - they will end up with a cbill windfall. but since there's not an actual economy in this game anyway, I don't think that matters too much. if PGI wanted, they could cap the cbills available from module sales or something else random. either way the design goal is to ensure that this is open for more casual players - both those that play now and new players
- this keeps things similar to today, where the modules cost, but movement skills do not. it should enable newbies/casuals to get involved as well as those that play frequently
Respec costs
any CBills and XP are refunded
There is a cost of 2500-xxxx per node to do a respec.
The above is to allow for experimentation - I would think that one good, non-premium time match reward (~150000 cbills) should allow for a full respec (150000 / 65 max nodes = 2300 cbills/node, rounded to 2500 just because).
PGI could play with the assumptions above, but the logic should always be based on matches required to do a full respec
GXP ultimately goes away with this system - it could be used by players who have it until it's gone
HXP would still be needed for those with multiple of the same variant













