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A passive module from a high level mission or reward that eliminates the effects of any module that reduces max energy (mainly relays, ion pulse ballistaes). A convenience when ranking.

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Thu Feb 10, 2011 8:01 am
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Could be nice.


Thu Feb 10, 2011 2:43 pm
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I would really like this. At the moment, I have 4 ion pule ballistaes, 3 exotic pulsars and 4 relays that need to be removed when I level up. The weapons are such a pain to deal with (being on pages 2 and 3), I don't bother equipping them anymore. It sucks that I am stuck with these things installed but not wanting to use them because of the frustration of having to uninstall them all the time.

This would be a nice way to let us have our cake and eat it too. Personally, I would say put it somewhere in the middle of the tier rewards and move everything up by one. This is something you want to work at early on.


Thu Feb 10, 2011 3:08 pm
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ODragon wrote:
I would really like this. At the moment, I have 4 ion pule ballistaes, 3 exotic pulsars and 4 relays that need to be removed when I level up. The weapons are such a pain to deal with (being on pages 2 and 3), I don't bother equipping them anymore. It sucks that I am stuck with these things installed but not wanting to use them because of the frustration of having to uninstall them all the time.

This would be a nice way to let us have our cake and eat it too. Personally, I would say put it somewhere in the middle of the tier rewards and move everything up by one. This is something you want to work at early on.



+1 I never have any of them on either because it is such a pain in the butt to deal with. I would love to have this option as well.

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Thu Feb 10, 2011 3:40 pm
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+1 to this idea. I'd say it could also be called a Charge Inducer or a Wave Containment Grid.
The bonus itself could be called "recovery" like:

Charge Inducer: +50 recovery (tool tip: reduces energy penalties)

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Thu Feb 10, 2011 5:25 pm
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mojo311 wrote:
+1 I never have any of them on either because it is such a pain in the butt to deal with. I would love to have this option as well.

The +410 attack they give you is nothing to look down on either. That makes them slightly better than Quasi-Chaotic Blaster for one more space (but still the most efficient attk/deck available).

I am at the point where it will be a while before I research and install new weapons again. Not using these hurts my ability to play a bit.


Thu Feb 10, 2011 5:40 pm
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I'm so used to pulling stuff off to reconfig to rank that it doesn't bother me that much anymore. I actually considered it a minor benefit because except for the last couple techs of relays, those things (and weapons) that pull energy off are cheap to repair. I guess it's more of a pain for some people than I thought; but since you can (if you want) pull the stuff off easily enough to raise max energy, it's not an overpowered benefit, just you don't have to *remember* to do it every time, so I think Dan might go for it. If the financial impact of not having to unequip relays is too much, he can just apply it to just the weapons only and it's still useful.

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Thu Feb 10, 2011 8:17 pm
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I think this would be a good idea if the mission reward program was expanded past what it is know would be a great finisher for it maybe.

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Thu Feb 10, 2011 8:23 pm
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Willeitner wrote:
I think this would be a good idea if the mission reward program was expanded past what it is know would be a great finisher for it maybe.


That's a good idea.


Thu Feb 10, 2011 8:32 pm
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BinaryMan wrote:
I'm so used to pulling stuff off to reconfig to rank that it doesn't bother me that much anymore. I actually considered it a minor benefit because except for the last couple techs of relays, those things (and weapons) that pull energy off are cheap to repair. I guess it's more of a pain for some people than I thought; but since you can (if you want) pull the stuff off easily enough to raise max energy, it's not an overpowered benefit, just you don't have to *remember* to do it every time, so I think Dan might go for it. If the financial impact of not having to unequip relays is too much, he can just apply it to just the weapons only and it's still useful.

For me, to uninstall my Exotic Pulser and Ion Pulse Ballistae, it takes 16 clicks (some people would be 17 clicks). Another 16 to reinstall and another 8 clicks to that if you need to repair. That is a lot of wasted clicking if you ask most people who do this.

Personally, I don't care about saving the repair costs. I'm happy to have that some how added, maybe increasing the upkeep of these items by a fixed percent to make up the difference.


Thu Feb 10, 2011 8:43 pm
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Perhaps it could be a power, for a certain amount of time the negative energy effects don't apply, but any modules with those effects take damage. That wouldn't be as awesome, but it would save people the extra clicking if they wanted.


Thu Feb 10, 2011 8:57 pm
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This is a pretty good idea...it would really be nice. It would be great for anybody, whether they were high or low level.

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Thu Feb 10, 2011 10:49 pm
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zophah wrote:
+1 to this idea. I'd say it could also be called a Charge Inducer or a Wave Containment Grid.
The bonus itself could be called "recovery" like:

Charge Inducer: +50 recovery (tool tip: reduces energy penalties)
or alpha charger


Thu Feb 10, 2011 11:31 pm
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Now we're just making it complicated.. straight up ignore weapon penalty or weapon+relay penalty, passive ability (ie, mission module). Anything else is just more pain to code than anything.

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Fri Feb 11, 2011 12:54 am
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You can use the new sort feature to get the conduits to the first page and the balistaes to the first or second page. I don't know about the puslers, I don't have any installed.

Having said that, I do think this is a wonderful idea. Too many times I have leveled or used an energy cube without preparing for it. Also had a few times when a shared NPC went down and caused me to level.


Fri Feb 11, 2011 1:00 am
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yeah. even if these were new power modules that could be installed. i have no energy consuming weapons because i dont have the cargo to uninstall em when i level.

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Fri Feb 11, 2011 4:41 am
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I still believe ultimately that being penalized max energy is all together redundant. Since it CAN be worked around, why have it? I too have to rip em all out for ranking with the most energy, and I too hate having to return to page three after each uninstall (thanks chrome) so while I can't believe Dan would take away the penalty altogether, it would be my choice. Replace it with a different penalty. Something that makes uninstalling them moot. Drop in scanning, or defense, or reduced cloak due to high radiation emissions.... Etc.

But, since the workaround has a negative impact in place already in that it costs the users credits (when the modules finally break from installing/uninstalling) then perhaps the next best choice is to implement either a kit(able) feature as discussed in other threads or a button that removes all components that cause energy loss. This is in tangent to a rank-up button that Derian and so vehemently beg for on a reoccuring basis, LoL. As for clicks, I also run with only one reactor online, so I have to make room by dropping all my weapons and relays, AND then some, just to squeeze in the other two reactors. I'd love a development that would make that one click. RANK UP READY BUTTON!

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Fri Feb 11, 2011 5:01 am
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Hmm this got a lot more interest than I thought... I start thinking that these penalties, especially the weapon ones, are just petty in comparison to how much they are frustrating people, that's one of the reasons I thought to remove them. It's not so much a balance/strategy thing as an irritation, we ALL know that we have to take them off to get more energy and it's a no brainer, although sometimes people forget/get frustrated with it. At the rank where you would get this thing, either by mission or mission reward... you probably don't even think about it anymore. It would seem to enhance the "fun factor" with nothing game breaking.

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Fri Feb 11, 2011 9:06 am
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one way you could skip the un/install of energy modules on level up is that when you level up
you get to pay 10% of the repair fee per module (relays, and maybe other modules that gives negative max energy)

This way you dont have to uninstall relays before level up and still have to pay the repair fee, but this over time each level.

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Fri Feb 11, 2011 9:14 am
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Just implement it with a higher than usual upkeep cost. That way you don't have to uninstall anything but you would still have the money drain from repairing relays, weapons etc. I don't see any other reason why the -energy on those for higher rank, besides the obvious money drain. I fill up from 0 to max in 18 hours at the moment.

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Fri Feb 11, 2011 10:44 am
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