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Making All Ship Modules Growable
http://galaxylegion.com/forum/viewtopic.php?f=6&t=40303
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Author:  Ludis [ Tue Apr 01, 2014 8:42 am ]
Post subject:  Making All Ship Modules Growable

In the endgame, most modules become obsolete except ones that have scan and cloaking on them. Many of the modules become obsolete as people continue to head towards immense artifact productions unforeseen by others. At a certain point, everyone will see the value of their modules deteriorate because of this too because they cannot grow with the ship overtime. Even a % overall bonus to a ship will continue to drop for modules installed as the % for attack increases with tactical officers, the % for defense increases with helmsmen, the % for hull increases with durtanium brackets and the % shield increase with x charge cells.

Everyone would be able to be different from one another and grow differently in a variety of ways for having modules installed. Many of these people would be able to grow despite having a lack of crew to support them. These modules will allow people to be at a different pace from one another and possibly allow new ship builds to exist.

It'd be a great idea to allow modules to be rankable when Npcing, pvping, and base hunting for a very long time. People would most definitely have a greater incentive to do these things as their modules are able to grow as they are in combat. This would also allow people to have their weapons grow without being left behind. Many people around the galaxy in the end become npc hunters that do not gain much strength for their efforts.

Here's how it's going to work.

1. Attacking and disabling an NPC/Enemy Player/Base will give a % exp spread out to all modules that you have installed evenly.

2. Dealing little or no damage to NPC/Enemy Player/Base will give no exp for the modules installed.

3. The lowest exp spread given for all installed modules (before getting no exp) depends on how many ship modules are on a person's ship.

4. Each module will have different boosts each time they rank depending on their original stat boosts.
(Most likely a higher ranked Quasi Blaster will be stronger than a higher ranked Autocannon.)

5. All modules will have the same amount of exp needed to rank up.

6. Modules with scan and cloaking will not have scanning and cloaking power ranked through exp gained from NPC/Enemy Player/Base.
(Too much scan and cloaking through ranking modules will break the game.)

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