Hi all, Since the Energy Draw tests on the PTS are in full swing for a while already, that inspired me for this topic. Besides the rework of the heat scaling/energy draw system, what are some other big changes that you'd like to see in MWO somewhere in the future? I'll start with something(s) that I think would be really nice, feel free to chime in with your own ideas (or comments on each other's rambling). A rework of the GXP-based systems: Weapon modules: Instead of a per-weapon no-downsides bonus, it'd be interesting to see things like: "Hi-Frequency Pulse Lasers - Reduce the duration of pulse lasers by 25%, but decrease their damage by 15%." "Overloaded Lasers - Increase damage of laser weapons by 15%, but increase their cooldown time and heat generation by 25%" "Uninhibited PPCs - Remove the minimum range of PPCs. Firing the weapon has a chance to deal damage to the mech component." "Short Barreled - Increase spread of the LB-X and decrease range. Each pellet has a higher chance to critically strike." "Small Autoloader - Decrease the cooldown of AC2, AC5 and their Ultra variants by 25%. Increase the jamchance by 3%." "High velocity LRMs - Increase minimum and maximum range of LRMs by 20%. Decrease damage by 10%." "Micro-adjustable Tubes - Decrease spread of SRM weapons by 30%. SRMs fire sequentially with a delay of 0.05 seconds." etc. Things that feel like they're actually adding something to the weapon, but will also take something in return. A change like this means that instead of a slew of seperate weapon modules to grind/unlock, there are some specific modules that could require more than the current amount of GXP to unlock/improve. People which have these modules will not necessarily have an advantage over people who don't. You'd also be able to buy different levels according to your preference (if you've unlocked them), and the best thing is that you don't have to look through a bazillion rows of extremely similar looking weapon modules that all do the same boring thing. People are refunded their spent GXP and C-Bills and can advance in the tree as usual. Other things that this system could work for are possibly the PPC Capacitor from 3060 might be as introducing a dynamic slot that takes a ton which sticks to the component in which a PPC is equipped. Also since they're not adding different ammo types yet in the equipment section, this could also have certain ammo 'modifiers' for weapons. However, since these pieces of equipment an actual TT thing that requires tonnage and critslots, it may be better that it's implemented in the weapon loadout section instead. Mech Modules: These are fine, except that some are clearly much more useful than others (Hill Climb vs Seismic Sensor) and could use an improvement. But essentially this is what I'd like the weapon modules to be like (except for the lack of downsides). Pilot Skills: Generally they're a good way to implement a certain game mechanic of familiarity with a chassis/weight class. However, a lot of people (myself included) have a lot of mechs that they simply grind to elite/master and then barely touch again. Levelling up each variant seperately means that it's rare to benefit from the full 'quirks' that you get for playing in that mech. I suggest a tiered EXP system similar to Warframe's Mastery Rank system through which you unlock titles, global buffs and items. Each Weight Class has a level, which combine into your general player level (which could also have rewards such as Mech Bays). For each weight class level you unlock you will gain one of the aforementioned perks which will then apply to all mechs of that weight class. You unlock levels by playing different (variants of) mechs. Each mech variant can be filled up with XP, and once you do, the bonuses of that weight class are doubled on this variant (much like eliting a mech nowadays). If you complete 3 variants of one mech, you gain a title of '#MECH Master' and all variants of that mech will have the doubled bonus as standard (even when not completed). Mechs with full XP get an extra module slot (just like mastering). Mechs which have been completed will provide no/little XP towards your Weight Class Mastery when played in, but since there is no level cap (at least for now that's the idea) it still provides a little GXP and C(lass)XP. This means that even on unlevelled mechs, you will be able to feel a little extra power from playing all those other medium mechs. It will also be providing a better long-term goal for people who have a lot of stuff. I realise that the GXP/module system is meant as some sort of 'general player improvement' as they can be applied to any mechs, but shopping for expensive modules with small/strange effects is a less intuitive kind of 'hey I'm getting better' than the mech unlocks are, or an XP bar would be IMO. Contextualized Quirks: Now quirks are mainly 'oh this mech is underperforming here have better weapons'. It'd be interesting if a mech has specific upsides/downsides due to its manufacturing or shape. The King Crab for example can have AC20 CD quirks due to the claw housing being built specifically for AC20s. Another mech may have increased Jumpjet range/faster acceleration due to its aerodynamics, less heat generation due to the placement of heatsinks next to an important weapon, increased structure due to the nature of a certain component, like the Hunchback's hunch or the Centurion shield arm. Some of these have already been implemented, but it's alongside some really weird out-of-place quirks. It'd be cool to see more support for the lore-based improvements.