DRL > Requests For Features

Assembled Mods

<< < (2/4) > >>

Silhar:


Ahem.

I don't know, but there is something I don't like about this feature. Unique mods would suddenly stop being so unique - and assemblies containing these are sometimes far more useful than... well, even some regular uniques. Game balance gets whacked and suddenly everybody's playing a technician.

That's the way I see it.

Ander Hammer:
Silhar, that's the beauty of game balancing. Assemblies can be changed to reflect how much easier they are to get, and even the mods themselves could be nerfed, if requiring several mods to make wouldn't be enough.

The other classes have exclusive advantages that are as attractive as a tech's, and everyone has access to WK. All I'm trying to do with this idea is make assembling less of a joke - right now there's four or five things you can definitely make, and then one or two you'll do if you find a F or N or O but will just waste resources if you prepare for them and never get them.

Somewhat off-topic: I don't get some gamers' fascination with excessive rarity. Sure, it feels like an accomplishment if a neat toy drops, but you spent 50 hours not seeing it drop.

Deathwind:
The thing is the rare mods are overpowered and therefore need to be rare.  What's the WORST thing you get out of any of them? Infinite ammo rocket launcher? Two extra bullets per shot out of a plasma rifle? Unbreakable red armor? Perfect aim? Honestly half the time I'll just use these as single mods. The problem is that the only time you get to build most of the assemblies is Ao100 with a scaving tech. Most of the assemblies could be altered to use less rare mods.

GrimmC:
The assemblies clearly need to be modified (and will be for 0.9.9.6, if Game Hunter has his way) to take less rare mods. The Onyx Mod doesn't really need to be unique. It's no more powerful than the sniper mod...maybe even less so, considering there are other ways to make armor unbreakable. The Nano is the only one on the level of "unique"...and should stay that way. Once you get all the schematics, there's probably like a 1/6 chance of it spawning..which is pretty good.

A lot of people seem upset that you can't have an amazing build every single run. That ain't how roguelikes work. Sometimes you get something amazing, sometimes pretty crappy, sometimes you die in 3 turns. That's how it goes. Not sure how I feel about this assembled mods idea, I guess it could work...I'll wait for others to weigh in.

Zalminen:
Yeah, having most of the assemblies only require basic mods would also be a nice solution.

I don't mind rare/unique mods being hard to find, I mind the fact that they make many of the assemblies too hard to get - not only do you need to find or scavenge the mod, you also need to do so during a run where you have or can still get WK/WK2.

It will be interesting to see what Game Hunter comes up with :)

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version