Wintersdark, on 10 March 2017 - 07:07 PM, said:
* People who bought lots of modules get refunded a lot of cbills, because they chose to spend those cbills on modules rather than whatever people like me spent them on (or simply grinded more cbills in the first place). Either way, they earned those cbills, so they MUST get refunded. 100% of spent currency is being refunded.
* I chose not to buy modules, and instead spent those cbills elsewhere, and still have whatever I spent those cbills on (more mechs, gear, whatever else)
* It's unfair to give me a big whack of bonus cbills, as I still have all the cbills I earned (either in cbill form, or whatever I bought with them).
But the upside is that with mastery (being way more than what "mastery" means right now) we're just paying 4m per mech, so it's not THAT huge a grind.
On the one side Russ state, that players that spend Cbill on modules must get refunded. On the other hand, people that invest their Cbill e.g. in mechs or engines, loose Cbill if the sell their stuff to get money for skilling their mechs.
In addition, player that doesn't invest in modules loose their progress in evolving mechs by the old skill system entirely without getting any refund. That is rather a bad decision and will disgruntle many players.
I copied my solution this from another thread:
Currently mechs are improved by investing XP into mech skills and CBill into modules.
The new skill system combines both. The idea behind this is not that bad. The problem is clearly the transition between the old system and the new system.
Currently you can master a mech without equipping any module and vise versa. For example, a mech that currently is mastered and does not use any modules will not have the same "status of improvements" with the new skill system as currently. It takes CBills to get the former skills back.
So, a 1:1 transition from the old system to the new system is not fair by only providing CBills for modules. Player that didn't buy modules loose a major invest in their mechs.
Decreasing the costs for the skill nodes of the new system cannot be the solution, because for a player that didn't buy modules it will be in any case a loss.
Solution 1:
According to the amount of XP accumulated with the mech a amount of Cbill is given to the player up to a total of XP necessary to formerly fully master the mech. This would allow players, that mastered their mechs but didn't buy modules to compensate.
Example: The amount of CBill for a currently fully mastered mech could be set with a value that is high enough to skill half of the nodes in the new skill system.
Solution 2:
Set the costs for unlocking a node for existing mechs for the
first time after the patch to 0 CBill.