DRL > Requests For Features

Assembled Mods

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Ander Hammer:
Rather than common, exotic, and unique mods, let's tweak the latter two a bit. Instead of hoping for a random drop, how about being able to turn 2-3 mods into an exotic, and (more) mods into a unique? Just mod an agility mod with a tech and maybe another agility. Bang, Sniper Mod.

This lets us have all assemblies rely on basic mods to be constructed. No worrying about if something will drop, just when - you're likely to get enough for at least one thing you want in a WK game.

Other thoughts that occurred to me:

This makes raising and lowering assembling quantity as easy as adjusting the basic mod economy.

Alternatively, mod and weapon assembly quality could be altered and the game could spawn mods more frequently, encouraging experimentation.

Another possible way of limiting use of this feature would be requiring a certain new basic mod type to drop - an 'assembler', I suppose, that you load with mods, rather than modding mods with other mods. This would have the side-effect of more complex mods that require pre-assembled mods possibly needing multiple assemblers.

Implement this and leave natural exotic/unique mod spawns in?

Mods mods mods mods modding modder modded mod.

Zalminen:
This.

Unless you're using Scavenger or playing Ao100, all the exotic and unique mods are so damn rare that most of the current assemblies are too damn luck dependent. When you finally find a cool mod, there's not enough levels left to get WK anymore. Or you found a Sniper mod and it's an AoB run.

If you could make exotic mods from enough basic mods, and uniques from basics and exotics, it would make the whole process so much less frustrating.

ZicherCZ:
Hmmm ... Exotics from three basics and no WK level (to make them more accessible), uniques from four basics (or perhaps include one exotic) and both WK levels (to keep them unique)?
If you ask me, I second this idea.

And some considerations:

It would probably be not that much of a hell to code. "What do you want to modify (wabm)?" Press "m" and a list of your mods pops out.

A question how to handle modded mods sprang to my mind - would these be attachable to weapons or armor, until they are complete?
The answer would be no, _unless_ this would form an assembly. Otherwise, this would be an easy bypass around WK.
Also, triple mods would not be allowed to be even created without WK, even if they could create an advanced assembly. Again, an easy WK bypass.

There could also be a consideration regarding a saved spot in inventory, but this doesn't seem to be much of an issue to me. AoLT would be a different matter, though.

Well, take this simply as a little brainstorming about an interesting idea :).

Uitë:
Another take on this: What if you couldn't assemble mods on their own, but only when they're already attached to an item? This would require Whizzkid obviously, and maybe could be exclusive for Technicians? The assembled mods would then collapse into the exotic or unique.

Say that you could make an Onyx out of four Bulks. If you want to make Plate armor, for example, the requirement would be PO, like normal, or alternatively, BBBBP. Still not very likely, but definititely easier to get.

Ander Hammer:
Uitë:

This would require a re-structuring of what mods are allowed on what items, and seems like it would be unintuitive.

Tell the player that two agility mods and a tech mod combined in any way will give them a sniper mod pack, OR
Tell the player that modding their pistol 2A1T will make their pistol sniper modded, and thus they can't without WK.
4B won't fit on an armor... in fact, 2B won't. And, on the way to your Onyx-packed armor, you would likely at some point wind up with 400% 6/6 red armor, which is a little silly; and if you could do that, why not do 4P1B armor, and of course, as things are now these would require WK2.

I back requiring WK to make uniques, but only one level. This idea is meant to proliferate assemblies and be able to count on exotics and maybe a unique appearing, not to force WK2 for any game that wants a chance at one of the neatest toys, like it does now anyway. Master assemblies and ridiculous T3SF plasma rifles are your reward for spending the extra level, and if this suggestion warrants serious consideration, it might encourage some assembly migration, limiting the number of basics and increasing the advanced/master pools in the course of balancing.

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