DRL > Requests For Features

Multi-purpose MODS

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Vestin:
I
I was pondering possible modifications to mods... Making a LOT of different types would result in a total mess, they would be all over the place and you'd sift through them to find something of interest. I wanted:
1* every mod to be useful
2* a lot of diversity between mods
3* mods for everything you can put on
4* mods to be (relatively) RARE but VALUABLE.
And it IS possible. We can have FOUR kinds of mods that would act different, depending on what you stick them to !

II
I made a list of things mods could do. Then I put them into four categories: Defense, Power, Ranger and Special.

III
Here's the list:
Mod type \ Item typeProjectile WeaponMelee WeaponArmourBootsHelmetDefense- Reload Time+Attack Speed+Armour Class+Boots Armour25% chance to halve any damage receivedPower+Weapon Damage+Melee DamageAttacker receives 25% of the damage it dealt in melee+Melee Damage+Melee DamageRanger+Weapon Accuracy+Melee Accuracy-Move Speed Penalty+Move Speed+AccuracySpecial+Magazine+Knockback+Durability-Knockback+20% XP gained from kills
IV
When a mod drops, chances should be as followed:
35% - Defense Mod
30% - Power Mod
25% - Ranger Mod
10% - Special Mod

V
If you disagree with something in particular - don't bring the WHOLE idea down, unless there is NO way you think it could be salvaged to be of any use. I know some things appear to be overpowered and other weird. Let me explain in advance:

1* Melee weapon mods in general - you don't just STICK them to a knife - you USE the mods on the weapon and it changes shape or whatever.
2* Armour Power mod - the armour emits an electroshock when the enemy attacks you in melee. You still get the same amount of damage, yet whatever hurt you gets zapped.
3* Boots Power Mod - the boots are SPIKY. Let's be honest - we all want to kick demons in the face with spiky shoes xP.
4* Helmet Defense mod - 25% is NOT as much as you would like to think it is. You get full damage three times and half the damage the forth time. It might save your life sometimes... But most of the time you get shot SO many times that it just doesn't do much.
IMO - it could scale like this: 25% / 35% / 45% (for 1, 2 and 3 mods). Getting hit for half the damage almost half the time would be neat but not that game-breaking if you'd have to find 3 Defense Mods first (and resist the temptation to just slap them on the armour for +3 in Armour Class which count for every shot taken ;).
5* Helmet Power mod - the helmet is as spiky as the boots. Yeah - just like the ceremonial viking helmet ;).
6* Helmet Special - again - it's not that much. It's an extra level for roughly every 5 levels... and that is IF you found it in the beginning of the game. After a certain point it becomes virtually USELESS, as you won't really get any more levels before hitting the arena anyway... So it might as well scale like: 20%/40%/60%. You'd have to find 3 special mods (1:10 chance) early and put them on a single helmet (Whizkid required) to really take advantage of leveling up like crazy... which is a snowball's chance in hell, as Whizkid itself requires a bit of leveling up and you'd have two slots clogged with the 2 special mods you've by chance found... You get the picture ;).

So - what do you think ?

Kg:
I kinda like idea that the rarest special mod will increase magazine in normal weapons (I'm sick of bunch of magazine mods in my games ;P), idea of +20 % XP is just great.. but I hope there will be possible to get advanced helmet! :) (or maybe new challenge, where you start with advanced helmet and chance to get mods is little higher?). So, overall idea is nice... but I understand mods will work normally, like attached forever? Maybe we should so sth like ability to remove mods from items, but that will require Whizzkid 3 !! :) Oh yeah! And Whizz 3 let's say will increase slots by 1 but only for normal weapons.

Blade:
I like the idea of multi-purpose mods. Specific effects may be changed, but the whole idea seems better for me than having 3-4 mods for each part of equipment.

Vestin:

--- Quote from: Kg on June 03, 2009, 01:46 ---I'm sick of bunch of magazine mods in my games ;P
--- End quote ---
And THAT is why I think that the magazine mod should be a lot better than it is now.
+1 more rocket chamber in the RL, 2 more slots in DS (or just a third slot and make the DS a tripple-barrel shotgun when modded with the Special Mod !), etc.
The Special ones are so rare that they need to be useful. Also - every mod should have SOME degree of usefulness, so that you'll want to slap it onto something the moment you get it... and the only problem is to choose the thing you want to upgrade ;).


--- Quote from: Kg on June 03, 2009, 01:46 ---idea of +20 % XP is just great.. but I hope there will be possible to get advanced helmet! :)
--- End quote ---
Like I said - the game is so short that you'll want the XP bonus only if you get the Special mod really early.


--- Quote from: Kg on June 03, 2009, 01:46 ---So, overall idea is nice... but I understand mods will work normally, like attached forever?
--- End quote ---
Yeah. I think there should be no way to salvage a mod. In my interpretation - it doesn't ATTACH itself into the gear - it MODIFIES it. It's not a modificatION - it's a modificatOR.


--- Quote from: Kg on June 03, 2009, 01:46 ---Whizzkid 3 !! :) Oh yeah! And Whizz 3 (...)
--- End quote ---
IMO - it's a lot better to have few powerful traits than a lot of ones that require you to put a LOT of points to become useful (or you just put a single point for the initial effect and don't bother upgrading more... Like the three-step Badass trait).

Let's see... I think you should be able to put one mod of any kind on anything you want, regardless of traits.

Also (I'm not sure about this one but - what the hell. You don't max out a lot of stuff anyway, so - let's give an incentive) Level 3 of Son of a Gun should give you the ability to put an extra mod on pistols, level 3 of Reloader should do that for RL... Level 3 of Brute for melee weapons. Hellrunner 3 - on boots. Eagle Eye 3 - on helmets, Tough as nails 3 - on armours.

Whizkid should give you the ability to put 1 (or 2?) more mods on anything.

Kg:

--- Quote from: Vestin ---Also (I'm not sure about this one but - what the hell. You don't max out a lot of stuff anyway, so - let's give an incentive) Level 3 of Son of a Gun should give you the ability to put an extra mod on pistols, level 3 of Reloader should do that for RL... Level 3 of Brute for melee weapons. Hellrunner 3 - on boots. Eagle Eye 3 - on helmets, Tough as nails 3 - on armours.

Whizkid should give you the ability to put 1 (or 2?) more mods on anything.
--- End quote ---
Yeah, I would agree, for me Whizzkid is kind of useless until you encounter advanced weapon, because 3 slots in total with Whizzkid (3) which don't happen early, is too low.. And I think maxing any trait should give some nice bonuses, we can be creative here, like maxing Berserk AND Brute would give you ability to steal enemies hp, but some low amount, not to be so powerful (and only when using melee weapons), so I'm so on Whizzkid giving you ability to put you 2 more mods on anything per level (now it's one for normal weapons and 4 for advanced), so you would have 2 more mods per lvl, but for advanced weapons too.

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