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Bojo The Mighty
Bojo's School of the Trades
434
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Posted - 2013.02.07 04:32:00 -
[1] - Quote
So we have damage modifiers, that increase the damage outputs of weapons.
Could a module that acts similarly be made for equipment?
Basically it increases the output of the equipment based on %.
So it would cause Nanohives to increase ammo output per pulse, increase armor repped upon revive with Nanite Injector, increase rate of repair with the Repair Tool, increase damage or more preferably radius of Remote Explosives (if at all). Droplinks would perhaps decrease spawn time.
It's questionable if it should be applied to Remote Explosives as they are the only killing equipment. But maybe as long as they're considered equipment it would apply to them.
PS I use remote explosives.
PPS Search brought bonkers up. |
Gunner Nightingale
Internal Error. Negative-Feedback
217
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Posted - 2013.02.07 04:41:00 -
[2] - Quote
I like it, would definitely make logiing easier and a bit cheaper on the wallet. If its an efficiency bump the question becomes what is the efficiency bump in each piece, perhaps the simplest way to code it is s 3 5 10% bump with stiff stacking penalties on primary function of equipment.
So on injectors increased armor given
Rep tools increased armor hp/s
Hives either an increased amount of nanite clusters, field width, or supply rate
With RE's and PE it may be tricky but then again why shouldnt they get a damage bump if all other weapons can get them, of course grenades would get left out then again grenade dmg modifier module?
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.02.07 05:13:00 -
[3] - Quote
I like this ideas. |
Bojo The Mighty
Bojo's School of the Trades
434
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Posted - 2013.02.07 05:46:00 -
[4] - Quote
Gunner Nightingale wrote:I like it, would definitely make logiing easier and a bit cheaper on the wallet. If its an efficiency bump the question becomes what is the efficiency bump in each piece, perhaps the simplest way to code it is s 3 5 10% bump with stiff stacking penalties on primary function of equipment.
So on injectors increased armor given
Rep tools increased armor hp/s
Hives either an increased amount of nanite clusters, field width, or supply rate
With RE's and PE it may be tricky but then again why shouldnt they get a damage bump if all other weapons can get them, of course grenades would get left out then again grenade dmg modifier module?
Yeah like the damage modifiers, that could work.
However, I just second thought the Nanite injectors. They repair a % of armor. So would it add % in the case of Nanite Injectors or be like the rest and be used as a multiplier?
Because basic reps 30%. With a complex version of this mod, it would make the total repaired on revivale 33%. That's kind of weak. The Wiyrkomi Nanite does 80% upon revival. Addition vs Multiplier= 90% V 88%.
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3104
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Posted - 2013.03.05 10:31:00 -
[5] - Quote
Still a cool idea. |
Hagintora
Chatelain Rapid Response Gallente Federation
67
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Posted - 2013.03.05 10:36:00 -
[6] - Quote
I like this idea. An alternate thought for Remote Explosives: How about an increase to the blast radius? That would, potentially, do more damage if you could catch more people in the blast. |
Bojo The Mighty
Bojo's School of the Trades
515
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Posted - 2013.03.05 20:39:00 -
[7] - Quote
Yay! I'd like to see this stuff implemented because I find that my repair tool just needs to hurry the hell up, the enemy is coming! |
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