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How To Make Weapon Modules Useful Without Making Them Powerful


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#21 CocoaJin

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Posted 18 August 2014 - 07:00 PM

View PostLefty Lucy, on 18 August 2014 - 07:39 AM, said:

So, how we could make weapon modules useful without giving extra power to players who frankly don't need it, is to offset the persistent penalty with a persistent bonus.

Instead of the bonus being range, it could be accuracy:

Lasers get a burn time bonus, projectile weapons get projectile speed bonus, missiles get lock speed bonus.

It could be something else too, but I think damage would be a mistake, as the last thing this game needs is a front loaded damage buff.


I could be willing to get down with that if the persistent buff is smaller than the persistent penalty. Over-clocking/charging/driving any system ought to be inherently less efficient than operating within normal ranges. So if you get a 10% gain, then heat penalty should like x1.5, so a 15% increase in heat. If bonus can be upgraded and stacked linearly/scalar, then the penalties should scale up exponentially...maybe x^1.5

Edited by CocoaJin, 18 August 2014 - 07:04 PM.






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