Posted 22 March 2018 - 03:59 AM
Let's go into a little history lesson via numbers shall we? Comparing the old system via the new system.
Old module system basic & elite efficiencies on one chassis the XP needed = 35,750
Times 3 since you MUST meet these requirements on 3 different chassis of the same mech to master out one chassis alone = 107,250 XP
Finally add 21,500 xp on one chassis (the one you REALLY want to have and skill up) for the final Master Efficiencies (extra module slot)
Grand total for ONE mech chassis = 128,750 XP (and this is mech XP)
Let’s take a look at some of the modules themselves (I will be looking at just a few of them…not all of them) *Note: All XP values are in GXP (or General XP) which accumulates at a MUCH slower rate than mech XP. Yes you can convert mech XP over to GXP but that costs MC and is a paywall so we are not considering that.
Seismic Sensor: to unlock = 7,500 GXP > which leads to Advanced Seismic Sensor = 10,000 GXP to unlock (17,500 GXP to unlock total.) Now once it is unlocked it is unlocked forever across ALL mechs. (Great…that itself is a good thing about modules with it being a permanent unlock across all mechs.) Then you have to buy it: 6,000,000 C-Bills for both the Seismic Sensor module and the Advanced version (You just have to buy one or the other…not both. However, most people will not wait for the advanced sensor since they would like to benefit now from it.) Regardless of that, if you want to put Seismic Sensor on one mech it is 6M C-Bills. However, you only have to buy one Advanced Seismic Sensor and you can move it from mech to mech to save C-Bills. This was a good thing, but a pain in the behind if you have several mechs.
This is not including the weapon modules which once again cost GXP and C-Bills to deal with. This also had the same work around in that you just had to buy one if you wanted to play “shift the module.”
Now, the hidden costs…you MUST buy two additional mechs aside from the mech you truly want. Lets start things off with the cheapest mech in the game.
Locust (light mech) = the three cheapest variants (LCT-1V, LCT-1M, LCT-1E) equals 4,365,738 C-Bills. (This is with the cheapest variants and not a representation of whether these mechs are actually played or not.)
4.3m C-Bills to skill out the Locust at least. Not bad.
And now the most expensive, the assaults.
Executioner (assault mech) = the three cheapest variants (EXE-D, EXE-PRIME, EXE-A) equals 53,104,901 C-Bills. (This is with the cheapest variants and not a representation of whether these mechs are actually played or not.)
53.1m C-Bills to skill out ONE Executioner at LEAST…no thank you.
ALL of this and we are not including a very key factor amidst all of this… a paywall.
To fully skill out ONE mech you MUST buy 2 other mechs. Which means you MUST buy mechbays to hold said mechs. (There is a work around which I will touch on shortly.) So add the following…. 600MC.
I am going to go to extremes and say you have the MC and no mechbays for your new mech you are about to purchase that you have been eyeing for the past 2 months… add a grand total of 900MC (300MC for the mech you actually want and 600MC for the two you don’t actually want.) If you want to split hairs then say you wait for a mechbay sale… 450MC for all 3 mechbays. Reduced by half but still a PAYWALL.
*Note none of this is considering the faction play reputation rewards of mechbays, or selling mechs to “make room” for another mech. This is taking into consideration that a player is brand new and wishes to keep everything that they grinded for. Whether other players sold mechs to open up mechbays is a personal opinion and choice. Eventually, that person would still run out of mechbays regardless of getting all the FP reputation mechbays and selling mechs they don’t use. There is a ceiling here. I am merely making a point you NEEDED to have two EXTRA bays to skill up one mech.
To fully skill out the cheapest locust you HAD to spend at least 128,750 EXP, 4,365,738 C-Bills (without purchase of modules…much more with purchase) and have at least 3 mechbays open (or cost you 900MC or less depending.)
To fully skill out the Executioner you HAD to spend at LEAST 128,750 EXP, 53,104,901 C-Bills (without purchase of modules…much more with purchase) and have at least 3 mechbays open (or cost you 900MC or less depending.)
Current skill tree to completely skill out one mech with 91 skill points costs = 72,800 EXP and 4,095,000 C-Bills. This excludes adding any extra nodes or re-skilling the mech (which that re-skill cost will be gone soon.) You can use either mech EXP or General EXP to accomplish this in any way you see fit.
The cost to skill (91 skill points) out the cheapest mech in the game:
Locust: (LCT-1V) 72,800 EXP, 5,483,242 C-Bills (with mech purchase), and 300MC (if no current mechbay open…otherwise 0MC)
The cost to skill (91 skill points) out the most expensive mech in the game:
Executioner: (EXE-E) 72,800 EXP, 22,798,317 C-Bills (with mech purchase), and 300MC (if no current mechbay open…otherwise 0MC)
So while it might be most expensive to fully skill out the cheapest light mech with the current skill tree. The cost goes WAY down for anything higher.
While with the new skill tree you do not "feel" the impact of the nodes because it is a gradual increase (much like aging) ... the effects are real. If you want to feel the "impact" of the skill tree then save up the necessary XP and then put it all in at once at the end.
Once again...I am NOT saying the skill tree is perfect. A way to save certain skill tree formats would be great. Perhaps even a way to click a node towards the bottom and have it select all the nodes in between the top and bottom would be nice. The fact remains though. The skill tree is cheaper, less time consuming, and less "grindy" than the old system period.