It takes approx 45 nodes to unlock similar skills to the current Basic/Elite unlocks. However it also costs 2,025,000 CB to unlock those 45 nodes which in the old system would cost you zero CB.
Nodes 46-91 is similar to mastering fully equipping a mech with all modules.
Most mechs have the ability to fit 1 x Mech module and 2 x Weapon modules. So let's just say, if someone fitted modules to a mech, they would normally fit 12 Mil CB worth.
The trouble most players have is they swap modules.
Module swapping cannot be done under the new system and a line (or CB cost) has to be drawn somewhere so players aren't facing a huge grind and PGI also doesn't have a flooded CB economy.
So let's say those 12Mil CB worth of modules is swapped amongst 6 mechs. That is 2Mil CB worth of modules per 6 mechs.
Now if nodes 46 - 91 is similar mastering and fully equipping modules on a mech, 46 x 45,000 CB = 2,070,000 CB, the cost to fully module 6 x mechs is about the same grind.
I think it should cost more CB to to get an equivalent fully moduled mech for 46 nodes, but in the interest of PGI and player revolt, it is probably the fairest starting point as we transition to a new system.
I think it should cost 4Mil CB to equivalently fully module a mech but just my opinion and I'll address that further below.
I still think my proposal below is:
- fair for players who are mech rich with a large number of them Elite'd (so they don't have to sell mech to fund the change),
- fair on the people who are module rich as they get refunded what they have spent,
- fair on PGI as it helps with player revolt and doesn't flood the economy, and
- fair on new players entering the game so they can quickly Elite a mech with 45 nodes.
1. Node cost remains at 45,000 CB per node for the first 45 nodes. This helps new players to not grind as much and allows them to compete with mastered mech quicker.
2. One chassis of all variants (not duplicates) owned get allocated a CB refund based on what skills have been previously unlocked as per below table.
Cool Run = 1 x 45,000 CB
Kinetic Burst = 1 x 45,000 CB
Twist X = 3 x 45,000 CB
Heat Containment = 1 x 45,000 CB
Hand Brake = 2 x 45,000 CB
Twist Speed = 3 x 45,000 CB
Arm Flex = 2 x 45,000 CB
Anchor Turn = 4 x 45,000 CB
TOTAL BASIC = 17 x 45,000 CB = 765,000 CB
Quick Ignition = 5 x 45,000 CB
Fast Fire = 8 x 45,000 CB
Pin Point = 4 x 45,000 CB
Speed Tweak = 11 x 45,000 CB
TOTAL ELITE = 28 x 45,000 CB = 1,260,000 CB
TOTAL to BASIC & ELITE = 45 x 45,000 = 2,025,000 CB.
3. PGI automatically unlocks the relevant number nodes (XP and CB costs) based on the variants current Basic/Elite skill status by using the chassis HXP and the CB skills for that variant that was allocated in point 2 above.
(Example 1: if a variant had all Basic and Elite unlocked, that variant has 36,000 HXP removed and 2,025,000 CB removed that was allocated in point 2, giving 45 nodes available to use)
(Example 2: if a variant had only been Basic'd then that variant has 13,600HXP (17x800XP) removed and 765,000 CB (17x45,000CB) removed that was allocated in point 2, giving 17 nodes available to use)
This also helps PGI control the economy from getting flooded with CB's as they are allocating and purchasing nodes for a variant and stops people from using the refund on something other than bringing a mech back to an equivalent skill status.
4. All remaining HXP remains available across all duplicates of the same variant.
(Duplicates aren't included in the CB skill allocation (point 2) because they share the original skill unlock of the first variant)
5. All modules purchase costs are fully refunded.
6. Nodes 46-91 costs are increased to 65,000 CB (still 800XP) per node to make it equivalent to using 1 x weapon module to fully master a mech. 46 x 65,000 CB = 2,990,000 CB (46 x 800XP = 36,800 XP)
This helps stop the economy getting flooded with CB. Doesn't make it too unfair on the module poor players that swapped modules around multiple mechs, and doesn't make the module rich players have a massive CB boost. As the skill tree settles and the base line costs become clearer, you can adjust the 46-91 CB cost per node accordingly. However I would leave the 1-45 node cost at 45,000 CB / node to help new players.
PGI,
Please consider this approach if you believe it is fair for your player base and new players.
It will also resolve the issue of:
- mech rich players having to sell mastered mechs to fund the skilling of enough mechs previous Elite'd at zero cost.
- module rich players having excess CB and damaging the CB economy
- new player grind to unlock 45 nodes to get a mech close to original Basic/Elite status
- Help stop a lot of salt and player revolt.
Edited by K O N D O, 12 March 2017 - 10:23 PM.