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 Once Again... A New Aspect of Modules!!! 
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Joined: Mon Nov 29, 2010 9:48 am
Posts: 3900
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ok, so in the past ive suggested quite a few updates to how research and modules work. My next idea is crafting your own modules. A new research branch can be introduced where you need to pay energy and research to 'spin the wheel' of module effects. the more energy or research you put in, the better the chances you will role something good, and even claim a coveted percentage increase!! (only available after researching the last tier tho). We would be able to equip 5 custom modules. For these custom modules, we would be able to choose the image (avatar) of the modules from a list, much like the bases. we would then be able to assign a number of effects to the module, ranging from the default 1, up to 3 effects. Size, cost, and upkeep would be based on what we included in the module. For example, if i had a +50 attack, +50 defense, that would be a size 25 module 4:1 effects. Research into the tree can reduce size and upkeep for modules.

For the tree, i was thinking something along the lines of
Tier 1- +5 effects
Tier 2- +10 effects
Tier 3- +15 effects
Tier 4- +25 effects
Tier 5- +50 effects (unlocks more module avatars)
Tier 6- 1 additional space (for a total of 2)
Tier 7- -10% upkeep and cost
Tier 8- +75 effects
Tier 9- -25% upkeep and cost
Tier 10- +100 effects (unlocks more module avatars)
Tier 11- 1 additional space (for a total of 3)
Tier 11- +1% effects
Tier 12- +2% effects
Tier 13- +3% effects
Tier 14- +4% effects
Tier 15- +5% effects (unlocks more module avatars)
Tier 16- reduce research/energy cost to spin by 50% (unlocks more module avatars)

As you can see, this provides alot of room to expand in. especially if when you destroy npc modules you recieve <that race> plugins, which you could install into the module for free (much like how an xcharge cell works). If sold, then the plugins are sold too. However, modules can be retooled to replace effects with new effects. 'Tweaking' the module however will cost a fee in complex tech or exotic matter, or both if its extreme enough.

When spinning the 'discovery wheel' it would be sort of like the ct lab, where you can pick from different options of energy/research points to attempt a discovery. there is always a very small chance you can fail, and always a very small chance you can discover anything at any time. for example, tier 15 effects are extremely mythical under the lowest setting (.001% or something similar), but only uncommon under the highest.

While i realize that players can potentially get a 75% increase to their energy or attack power, this would come at an enormous upkeep cost, along with a large cost in decks (a minimum of 60 decks each, big for a little guy.) This would introduce some player creativity into the game, instead of us just working to get all the modules installed, and then patrolling the galaxy looking for npcs...

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Mon Aug 01, 2011 8:54 am
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Joined: Mon Sep 20, 2010 2:22 am
Posts: 910
Location: USA
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I like it, but i think things need to be fixed before this is added, looks good though and I hope Dan gets to see it for a long term project!

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Mon Aug 01, 2011 7:44 pm
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