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00Nick00
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Post subject: Re: Power Modules Posted: Tue Jul 23, 2013 11:04 am |
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Joined: Mon Jun 10, 2013 10:50 pm Posts: 253 Gender: male
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I would like to know why the other 2 voted no... Just voting no is no way to try to improve an idea really...
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lilconquer
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Post subject: Re: Power Modules Posted: Tue Jul 23, 2013 11:28 am |
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Joined: Mon Mar 11, 2013 4:08 pm Posts: 827
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would there be a way of indicating to opponents if you had power muduals equipped?
_________________ MGH 1st X2 TTE 1st WWs 1st Hero 2nd RFW 2nd
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00Nick00
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Post subject: Re: Power Modules Posted: Tue Jul 23, 2013 12:10 pm |
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Joined: Mon Jun 10, 2013 10:50 pm Posts: 253 Gender: male
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lilconquer wrote: would there be a way of indicating to opponents if you had power muduals equipped? That is a good question... Maybe only a total of 3 types of damage or resistance modules can be mixed? For example.... A players could have 2 power type modules and 1 resistances type module. They can't have 3 power modules and 1 resistance module equipped at the same time though. That way, they can show the power type modules with out having to make three more slots just for them. Just my thoughts on how they could be displayed anyways...
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SideOneDummy
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Post subject: Re: Power Modules Posted: Tue Jul 23, 2013 7:05 pm |
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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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Oh for the record I did vote yes.
I also have a tweak. Perhaps instead of power modules, there are power kits. I actually misread the topic when I voted (still would have voted yes anyway) and assumed these were power kits. With kits, there would be no confusing strategy for devs to indicate that players are using a power module.
However, if there are damage kits, I think they would need to be at least 3X as expensive as the most expensive kit in that level range. This way, there would be a deterrent for all of SM becoming one big power kit fight.
Ironically, as much as I would like power kits to make the game more fun, they would strategically be not in my best interest because shielded only has 4 kit slots.
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thechessshark13
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Post subject: Re: Power Modules Posted: Wed Jul 24, 2013 5:18 am |
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Joined: Sat Mar 10, 2012 10:02 pm Posts: 594
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Actually, if there's power modules, why not power kits as well? xD This sugestion is just for the power modules atm, but the power kits would be a natural addition later on if this is actually made.
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Gecko789
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Post subject: Re: Power Modules Posted: Wed Jul 24, 2013 7:10 am |
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Specialist |
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Joined: Thu Jul 11, 2013 6:53 pm Posts: 25
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lilconquer
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Post subject: Re: Power Modules Posted: Wed Jul 24, 2013 9:28 am |
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Joined: Mon Mar 11, 2013 4:08 pm Posts: 827
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im going to say if there's no way of telling who has this equipped im going to say no. plus it will give the person with the 1st 2 strikes a HUGE advantage
_________________ MGH 1st X2 TTE 1st WWs 1st Hero 2nd RFW 2nd
 3rd E5 SOLO FPM 1st TFF 2nd ToXc 1st BoS 1st
 OC 1st TFF 1st X2
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00Nick00
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Post subject: Re: Power Modules Posted: Wed Jul 24, 2013 9:48 am |
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Joined: Mon Jun 10, 2013 10:50 pm Posts: 253 Gender: male
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lilconquer wrote: im going to say if there's no way of telling who has this equipped im going to say no. plus it will give the person with the 1st 2 strikes a HUGE advantage Well to display it, they could just stick it here... I do agree that the oppent that starts first may have a better advantage. I personally think it could be balanced, just because a mech has more power does not mean it will be better. How strong does everyone think these modules are going to be? I think it may be best to talk about numbers so we all have a value to look at here. Which will help better judge this module I think.
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SideOneDummy
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Post subject: Re: Power Modules Posted: Wed Jul 24, 2013 4:38 pm |
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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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I think a 10 % increase if you buy a multi power module, and 20% per individual module.
I just do not see it changing per level use, I think that might make things to confusing for everyone, and perhaps disproportionately powerful in higher level mechs.
So I propose 2 ideas:
1) Keep only one set of power modules in the game;
OR
2) Make each power module limited to an arbitrary matchmaking interval. (As in they do the same function, but are able to be added to an inventory slot based on where the devs delineate the levels available for the module.)
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thechessshark13
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Post subject: Re: Power Modules Posted: Fri Jul 26, 2013 5:26 am |
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Joined: Sat Mar 10, 2012 10:02 pm Posts: 594
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lilconquer wrote: im going to say if there's no way of telling who has this equipped im going to say no. plus it will give the person with the 1st 2 strikes a HUGE advantage There would definitely be a way to know if the enemy has power modules equipped, just not sure how xD Nick's ideas seem fine tbh. And I see the new issue brought forth; power modules giving a fixed increase in damage, or a % of increase? However I'd have to suggest a fixed increase for a module, as this gives me the idea of a "Energy Field" to replace the shield and give more offensive power instead of defensive, and that I thought of power modules as a product parallel of resistance modules, which give a set ammount of defense. I'll make the suggestion for the energy field separatedly from this one ofc, and I guess power modules giving a % increase would be within the tweak options, just not in the original idea (a Yes vote). Still, I'm not confident enough to throw any numbers around, so I'm just suggesting the skeleton of the idea, which is a module that increases offensive power.
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