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Idea for weapons modules. http://galaxylegion.com/forum/viewtopic.php?f=6&t=18290 |
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Author: | secret person. [ Wed Dec 28, 2011 4:33 pm ] |
Post subject: | Idea for weapons modules. |
I was just thinking, to make things much more diverse later on, I think later researchable weapons modules shoould have a bonus in shield taking down, hull killing, or a few other similar boost, making it so some might choose to have some older and a few newer weapon modules depending on what they like in pvp/npc fighting. |
Author: | Huluk [ Wed Dec 28, 2011 6:39 pm ] |
Post subject: | Re: Idea for weapons modules. |
So a weapon that went straight past shields and cut to the hull would be along those lines? I like those types of options in other games but not sure how it would work out in a system like this. I don't see why a weapon that would give an effect 5% of the time that softens defense for a very short period of time couldn't be done though. I definitely like the idea of advancing players options in combat just not sure how you could go about it to limit your options so you end up with diverse builds. So far this game is get as much stuff on your ship as efficiently as possible. |
Author: | Darth Flagitious [ Wed Dec 28, 2011 7:00 pm ] |
Post subject: | Re: Idea for weapons modules. |
Obviously you've not run afoul of a set of TPlasma Geminis yet... Let's just give the super high ranks one more thing to whip on us midranks with so we finally learn our lesson and stop hitting them back... |
Author: | sgtlynch [ Wed Dec 28, 2011 11:41 pm ] |
Post subject: | Re: Idea for weapons modules. |
Darth Flagitious wrote: Obviously you've not run afoul of a set of TPlasma Geminis yet... Let's just give the super high ranks one more thing to whip on us midranks with so we finally learn our lesson and stop hitting them back... this, the high ranks are tough enough to kill already!! |
Author: | secret person. [ Thu Dec 29, 2011 3:31 pm ] |
Post subject: | Re: Idea for weapons modules. |
lemme re frase that, after average level 100, weapons researched would have ONE boost in like more effective against shields, OR More effective at hull, OR slightly lowering defense, these boost would be smaller, yet make it more diver than just jump up to next set, jump to next set, all of that. |
Author: | Cothordin [ Thu Dec 29, 2011 10:46 pm ] |
Post subject: | Re: Idea for weapons modules. |
This is rather similar to an old idea of mine, viewtopic.php?f=6&t=12583&p=112647&hilit=crappy#p112647 , personally I solved the problem by having their be small modules that you obtain from researching the corresponding research line. |
Author: | spyder [ Fri Dec 30, 2011 11:12 am ] |
Post subject: | Re: Idea for weapons modules. |
I had an idea regarding this AGES ago: viewtopic.php?f=6&t=11785&p=104034&hilit=diversify#p104034 Few edits: Incremental costs (eg 25 kills, 50 kills, 100 kills, 200 kills, and so on). Only applies to researched weapons. Substitute the above into the top post. |
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