jtothepowerof8 wrote:
1a) Resist kit - absolutely yes!!!
1b) Heat/energy kits - yes to the match long boost to regen/cooling but not combined with instant regen/cooling
2) I'm not a fan of creating a new slot for these items but as modules some could work
Tank Module - no, this is what armor modules are for and 100 hp is too high
Adapting Module - no if you mean this as basically an extra, all encompassing resist module
Fortifying Module - no, I think sky-high resists are generally a bad idea
Invincibility Module - I'm not decided on this one yet. Seems OP but if it takes up a module slot it might be workable
Power Module - I like this idea
Defense Module - This requires an action point to activate? If so, I like the idea. 25hp might be too much. Maybe make it more like 10 but interesting idea.
HypoRegen Module - I kinda like this one too.
All items can be balanced by weight If it takes it's own slot.
I prefer it be balanced by module slot and weight.
The Defense Module requires you to turn it on before it becomes active. Similar to Drone activation. It turns off once energy becomes drain and remains off. Similar to Shield activation.
Additional note on Fortifying module, It only add resistance to your loss resistance. If you had only 10 Resistance, It will not add you to 11.
I thought about the adapting module and lowered it to 15. The idea is to encourage multiple weapon types on a mechs.
Added Damage Resistance to Tank Module as I forgot to add that.