DRL > Requests For Features
Assembled Mods
Uitë:
Another take entirely is to remove all assemblies with special mods and remake them with only normal mods. The specials could then be made to go on any piece of equipment you want, without consideration for assemblies.
Game Hunter:
At the moment we're playing around with some fundamental changes on how regeneration works: if successful, it'll probably put the Nano Pack in a position to become an exotic mod. Hopefully, all of the mods can become exotics, so that they're more common in general (and that you aren't necessarily forced to pick one assembly over the other when it comes to the currently-unique mods).
In general, the plan is to make assemblies more accessible but less powerful (at least in terms of the raw stats). The cool thing about assemblies should be that you can makeshift something that you either expect to have to deal with or want to focus your build around: if you want to simply upgrade your weapon, you can use the mods in their base form. Back when I was suggesting assemblies, I tried to include a bunch of interesting possibilities: at the time the API couldn't handle much, but it's far more flexible these days, so I'm hoping to come up with a ton of new special properties for this stuff.
Being able to use assembling to replace or upgrade your mods isn't too bad of an idea. I think that it'd work more or less like this: two (or three) mods of the same type are assembled to form another mod of the same type (specifically, a mod that wasn't used as part of the assembly), and three (or four) common mods are assembled to form an exotic mod. This is assuming that only common and exotic mods exist. I'm tempted to say that only characters with Whizkid should be allowed to "assemble" mods into other mods (it's not so much assembling as it is disassembling into usable parts and reassembling into something better), if only because it can have a pretty big impact on the game: alternatively, this could be how the Scavenger's ability works instead of scrapping uniques (making the master trait far more desirable in non-A100 games).
I have to agree that I'm not a particularly big fan of extremely-rare-but-powerful equipment, especially in a game as short as this. There's a big difference between "weapon that will make things easier for me" and "weapon that has single-handedly won the game for me". I want to get rid of the latter whenever possible, with DS being the likely exception. This also means that exotics and uniques will get a close lookover (at some point, I doubt it'll make 0.9.9.6) and take buffs and nerfs when it makes sense.
Bloax:
The scavenger idea sure sounds interesting.
But honestly, yeah. There should be less "Game over for hell" things, and more "this stuff is much better, man" things.
And we could also use some more assemblies, the more the merrier. :P
Perhaps even revamp the modding system into something classier.
Eg:
--- Code: ---[ ][ ][ ]
[ ][ ][ ]
[ ][ ][ ]
--- End code ---
And now for some POWER
--- Code: ---[P][P][B]
[ ][ ][ ]
[ ][ ][ ]
--- End code ---
Of course you won't be able to fill all of those, but it makes space for lots of assemblies using the same mods - but different placings. ;)
Again, an example here:
--- Code: ---High-power chaingun:
[ ][ ][ ]
[ ][B][P]
[ ][ ][ ]
--- End code ---
--- Code: ---Boomshot Super Shotgun:
[ ][ ][ ]
[B][ ][P]
[ ][ ][ ]
--- End code ---
tinyrodent:
A few more ideas to throw into the mix:
* remove the distinction between "exotic" and "assembly"
* assemblies may only be created if the schematic is known
* any class can disassemble an item to obtain its schematic and a component
* scavenger trait gives schematic and two components from disassemblyThe "disassemble" command would have to be changed from its current mechanism, which only works for a subset of weapons never mind armor etc. Maybe drop the item in acid... :)
Bloax:
I see nothing wrong in it having it's own key.
If you press it without the trait, nothing happens.
Win-win!
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