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 type | Projectile Weapon | Melee Weapon | Armour | Boots | Helmet |
Defense | - Reload Time | +Attack Speed | +Armour Class | +Boots Armour | 25% chance to halve any damage received |
Power | +Weapon Damage | +Melee Damage | Attacker receives 25% of the damage it dealt in melee | +Melee Damage | +Melee Damage |
Ranger | +Weapon Accuracy | +Melee Accuracy | -Move Speed Penalty | +Move Speed | +Accuracy |
Special | +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 ?