Purpose:
- Create modules that can modify weapon stats.
- Build-in conditions to these modules so that they do not encourage or promote extreme boating. Can be used to promote balanced builds.
- Other modules can be made to benefit boating builds but at a less extreme bonus to balance things out.
- Give additional suggestions for more types of Modules that can give both convenience and further customization options for mechs.
- Provide additional options for either permanently sold modules for MC with C-bill grind equivalent and / or consumable versions of both.
Weapon custom modules can affect weapon stats such as heat, cooldown time, damage, critical damage, and health. The effects will be relatively minor, but can be used to further customize the gameplay experience of players for end-game. Conditions can be added to ensure that these will not simply promote using one weapon type exclusively.
Examples:
Custom Medium Laser X2+H-CD Module
- This module only works if you have no more than 2 Medium Lasers on your mech.
- Reduce Medium Laser Cooldown to 3.25 seconds, down from 4.00 seconds.
- Increase Medium Laser Heat to 4.25 heat, up from 4.00 heat.
- Effect: Increases DPS on Medium Lasers if the mech only has 2 or less by reducing the Cooldown in exchange for higher Heat.
- This module only works if you have no more than 4 Medium Lasers on your mech.
- Reduce Medium Laser Heat to 3.90 heat, down fro 4.00 heat.
- Reduce Medium Laser Health to 3.00, down fro 10.00.
- Effect: Reduces heat for Medium Lasers if the mech only has 4 or less in exchange for them being more fragile.
- This module only works if you have no more than 1 Guass Rifle on your mech.
- Increase Minimum Range to 90 meters, up from 0 meters.
- Increase Health to 5.
- Increase Projectile Speed to 2,000 m/s.
- Effect: Turns the Gauss Rifle into a sniper weapon by imposing minimum range and increasing projectile speed as long as only one is used. (I know that the minimum range should be 60 meters, but I think it is too negligable a distance to be much of a penalty).
- This module only works if you have no more than 4 SRM2s on your mech.
- Reduce the Cooldown time of SRM2 to 3.00 seconds, down from 3.50 seconds.
- Increase Heat of SRM2 to 2.25 heat, up from 2.00 heat.
- Effect: Improves the DPS of SRM2 by reducing the cooldown time in exchange for higher heat as long as no more than 4 of them are used.
- This module only works if you have no more than 1 Ultra AC/5 on your mech.
- Reduce the Jam Rate of the UAC/5 to 5%, down from 25%.
- Reduce Jam Time of UAC/5 by 25%.
- Increase Cooldown time of UAC/5 to 1.5 seconds, up from 1.1 seconds.
- Effect: Makes a single UA/5 more of a viable weapon choice by reducing the Jam Rate and Jam Time at the cost of a higher cooldown.
- This module only works if you have no more than 3 AC/5s on your mech.
- Reduce the Cooldown time of AC/5 to 1.5 seconds, down from 1.7 seconds.
- Increase the Heat of the AC/5 to 1.25 heat, up from 1.00 heat.
- Effect: Makes AC/5s fire faster at the cost of slightly more heat, placing their DPS on par with other weapons.
Implementation:
- 5,000-15,000 GXP base unlock for each module (there can be many of these modules because there are many ways to tweak weapons.)
- Standard C-bill prices per module (2,000,000 c-bills per 5,000 GXP).
- MC consumable version that doesn't require unlocks for players to use until they can finish unlocking the permanent ones. For players that do not have the MXP available yet.
Efficiency Custom Modules (New)
Turn your favorite mech into a Hero mech (Updated)
Upgrade SHS to improve trial mechs and some stock configs
Reset Cadet Bonus with first purchase of Premium time
Edited by Elizander, 15 March 2013 - 08:34 PM.