Dagger-Two
Villore Joint Task Force Villore Accords
134
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Posted - 2013.11.11 18:46:00 -
[1] - Quote
Fizzer94 wrote:I would rather have them removed and replaced with 'indirect' damage mods instead. Things like stabilizers, heat sinks, and magazine extensions would be much better IMO.
IDEAS!
Heat Sinks: Standard Heat Sink....... -4% Heat Generation, -4% Cooling Time Enhanced Heat Sink......-8% Heat Generation, -8% Cooling Time Complex Heat Sink........-15% Heat Generation, -15% Cooling Time
Magazine Extenders: Standard Mag Extender...... +5% Mag Size/Carried Ammo Enhanced Mag Extender.... +10% Mag Size/ Carried Ammo Complex Mag Extender...... +20% Mag Size/ Carried Ammo
Weapon Stabilizers: Standard Weapon Stabilizer..... -5% Dispersion Enhanced Weapon Stabilizer.... -10% Dispersion Complex Weapon Stabilizer...... -15% Dispersion
Weapon Cyclers: Standard Weapon Cycler...... +4% RoF Enhanced Weapon Cycler.... +8% RoF Complex Weapon Cycler...... +15%RoF
Weapon Cap Chargers: Standard Cap Charger...... -6% Charge Time Enhanced Cap Charger.... -12% Charge Time Complex Cap Charger...... -25% Charge Time
Stacking Penalties would apply to all.
Weapon Proficiency should also be changed to a more weapon specific bonus, rather than the '+3% damage per level'that all weapons have right now. For some weapons the +3% damage is appropriate, but most could be changed.
Agreed on the varying types of weapon upgrades, but I think that these would be best suited to an actual weapon upgrade system, where modules like this are fit directly to a weapon, and not to a dropsuit. Hopefully that will come in time.
Also, I think damage mods are still very much viable in a setting like that, since you could limit weapon upgrades themselves using a 'calibration' system like with ship rigs in EVE.
Say, a weapon has a certain amount of 'calibration' points, which are used up by fitting weapon upgrades to it, and a certain amount of slots (lets go with 3 for now). The better the upgrade, the more calibration it uses, and some types of upgrades use more calibration than others. This way, you COULD fit two 10% damage mods to the gun, but that would use up all the calibration points, leaving the last slot unusable.
This could also work well with a 'tiericide' strategy (changing weapons so that higher tiers are not just better in EVERY way than the lower ones). For example, we take our basic plasma rifle. It has the lowest base damage, but it is the most customizable, and has the most calibration points for its 3 calibration slots. The advanced model has better base stats, which represent inherrent tweaking of the weapon, meaning it has less options for upgrading, say, 2 calibration slots and fewer points than the base model. Finally the prototype is, well a prototype. it has the highest base stats of all, but can be prone to some sort of malfunctions because it is, again, a prototype. it has 3 calibration slots like the basic, but only as many calibration points as the advanced model, and can potentially jam / misfire / overheat (more)/ etc
I think that would bring a whole new level of gameplay to DUST |