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thechessshark13
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Post subject: Power Modules Posted: Tue Jul 23, 2013 5:05 am |
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Joined: Sat Mar 10, 2012 10:02 pm Posts: 594
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There are resistance modules, as well as armor modules. There's energy and heat modules, as well as for ammo. However, these are either to increase our resources or for defensive measures. I propose for offensive modules (power modules) to be brought forth. Usually, the MRM has half the protection that the resistance module for a specific type of weapon offers. So, how about each power module causing 1/3 of the damage the resistance module protects from? The number's up to debat ofc, but I think that'd be pretty fair, and adds a new possibility for players who want to go for something other than tanking everything thrown at them.
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00Nick00
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Post subject: Re: Power Modules Posted: Tue Jul 23, 2013 5:10 am |
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Joined: Mon Jun 10, 2013 10:50 pm Posts: 253 Gender: male
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I had a similar idea before, but not to many people took interested in it sadly...
So, I will happy get behind this new idea because I do think there needs to be a way to make a mech stronger somehow than just adding hp and/or defense to it.
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BigDaddy22
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Post subject: Re: Power Modules Posted: Tue Jul 23, 2013 5:44 am |
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Second Lieutenant |
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Joined: Fri Jun 14, 2013 7:55 am Posts: 191 Location: Qatar, hot and sandy. Gender: male
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Sounds good to me - a high damage build rather than high defense build should be a way forward.
'yes' from me.
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SideOneDummy
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Post subject: Re: Power Modules Posted: Tue Jul 23, 2013 7:29 am |
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First Lieutenant |
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Joined: Tue May 14, 2013 3:07 pm Posts: 531 Location: USA
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Yes, but I would be very incentivized by a culmulitive damage multipier, rather than a specific type of weapon. Still, I think this might give an extra advantage to players with two first turns – something to think about.
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thechessshark13
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Post subject: Re: Power Modules Posted: Tue Jul 23, 2013 8:25 am |
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Joined: Sat Mar 10, 2012 10:02 pm Posts: 594
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There are two unexplained no's; and this is just to open up new strategies, setups and options. As SideOne said, it'd be good for those with two first-turns, and I'm sure more ideas can be discovered that use this one to its fullest. Again, if you voted no, explain why; not my fault that they're not counted, but they're not counted.
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apelles
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Post subject: Re: Power Modules Posted: Tue Jul 23, 2013 8:56 am |
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Corporal |
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Joined: Sun May 05, 2013 9:56 pm Posts: 43
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This game is actually a game of logic, like playing chess, but chess is more complicated, And it had the first action after action with distinction, first actions are actually accounted for a large advantage If increasing the initial attack, first strike advantages will be more apparent if I was game designer, I will not do
這個遊戲其實是一個邏輯的遊戲,並不是比反應,有點像下棋,但是沒有下棋那麼複雜, 而且他有先動作跟後動作的區別,先動作的人其實佔了很大優勢 ,如果加大初始的攻擊力,先攻的優勢會更明顯,如果我是遊戲設計者,我不會這樣做
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00Nick00
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Post subject: Re: Power Modules Posted: Tue Jul 23, 2013 10:09 am |
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Joined: Mon Jun 10, 2013 10:50 pm Posts: 253 Gender: male
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apelles wrote: This game is actually a game of logic, like playing chess, but chess is more complicated, And it had the first action after action with distinction, first actions are actually accounted for a large advantage If increasing the initial attack, first strike advantages will be more apparent if I was game designer, I will not do
這個遊戲其實是一個邏輯的遊戲,並不是比反應,有點像下棋,但是沒有下棋那麼複雜, 而且他有先動作跟後動作的區別,先動作的人其實佔了很大優勢 ,如果加大初始的攻擊力,先攻的優勢會更明顯,如果我是遊戲設計者,我不會這樣做 Maybe the module needs a downside then if it is to strong. Maybe It could also increase the amount of heat and energy used when using any type of weapon. Or maybe split the power module into 3 different ones? Could have one for physical, electrical, and explosive types of damage. Also, maybe a rare one that uses all three types of attacks but is weaker than the solo ones. It would kind of be the opposite of the resistance modules really ( the way I look at it anyways).
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Last edited by 00Nick00 on Tue Jul 23, 2013 10:32 am, edited 1 time in total.
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Mike
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Post subject: Re: Power Modules Posted: Tue Jul 23, 2013 10:31 am |
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Joined: Sun Oct 30, 2011 5:09 am Posts: 3383 Gender: male
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Voted yes, if you can build an impenetrable defensive wall you should be able to build a damage dealing behemoth to counter it.
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ads126
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Post subject: Re: Power Modules Posted: Tue Jul 23, 2013 10:35 am |
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Joined: Sat Jul 17, 2010 2:35 am Posts: 2005 Location: You see that mansion across the road? Yeah, there Gender: male
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Voted yes seems like a good idea 
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Deflowerer
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Post subject: Re: Power Modules Posted: Tue Jul 23, 2013 10:55 am |
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Joined: Thu May 30, 2013 6:14 pm Posts: 274
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I like it
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