- Mech XP is earned in games.
- Mech XP is used to advance through that specific Mech's Tech Tree.
- After reaching certain levels in the Tech Tree, Pilot Points are awarded.
- Pilot Points are used to purchase Pilot Abilities.
- Purchasing Pilot Abilities unlocks items in the C-Bill store.
My main problem with this is that I will not be able to continue unlocking new modules without hopping from one Mech to the next, using it until I unlock all of its Tech Tree and then selling it and moving on to the next. In an example, say I'm enjoying playing a scouty little Raven and earn enough Pilot Points and Modules to fit some ECM, advanced sensors and speed buffs. I max it out. Then I decide I want to play a more Command and Support-centric Raven, with NARC missiles or C3 network to give my long-range hitters some accuracy boosts. Nope, sorry -- I'm going to have to hop in a completely different Mech to earn the necessary PP/Modules to do that. So let's say I choose the Owens to do this; I spend all of my Owens Pilot Points and Module unlocks on C3 networks, NARC missiles and various supportive modules and player abilities. That's all cool. But, then, say, 6 months down the line I decide I want to play an Owens in a more traditional LRM missile boating role -- unfortunately, I've already used all the Owens' module unlock potential on unlocking stuff to use on the Raven.
So basically, from the sounds of it, once you commit to a certain patch for a Mech you're stuck with it -- until you buy a completely different Mech to unlock those abilities, thus locking that Mech into that path, and so on and so forth. Anyway, that's my worry.