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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 5 posts ] 

Add this?
Yes 88%  88%  [ 7 ]
No (Comment why you think this) 0%  0%  [ 0 ]
Tweak (Comment how the suggestion should be tweaked) 13%  13%  [ 1 ]
Total votes : 8
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 Post subject: Revamped Fusion System
PostPosted: Wed Jun 01, 2016 6:15 am 
Corporal
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The fusion system in SM, as useful as it is, feels to me like it do with some improvements. Here's my suggestion:


** New Fusion System **

Power Reserve

The Power Reserve would be where power points go to after being extracted from weapons, either by extracting power from an item or incinerating one. Adding power to items or upgrade modules (more on these later) would draw from here.

Incineraton

Incineration would be a lossless way to extract fusion from an item, at the cost of permanently destroying it, similar to how the current Fusion Core works, except that power points would be added to your reserve instead of direct fusion into other weapons/specials.

Extraction

An alternative method to extract power from an item without destroying it, instead removing some of the power from an fused item. However, there is a downside to this method: fusion power loss. Depending on how much power an item contains, not all of the power extracted will be added to your reserve. The severity of the loss is dependent on how much fusion has been added to the target item;

<5,000 Power: 5% Loss
5,000-25,000 Power: 10% Loss
25,000-100,000 Power: 15% Loss
100,000-400,000 Power: 20% Loss
>400,000 Power: 25% Loss

Power Fusion Core

This is where power would be added to items, simple and fairly straightforward. There is no limit to how much fusion can be added to a particular item, provided you have the power points required, of course.

Upgrade Shop

The Upgrade Shop would be implemented as a new tab in the regular shop, and upgrade modules would cost tokens, the price depending on the effect of the module. These would add extra properties to individual items, thus making them stronger (for example, adding the max energy damage property to an electric sword). However, this would increase the weight of the target item, so caution is required when using them, to avoid a situation like creating an ultra-powerful weapon only to find it's too heavy to effectively use. To help avoid this, upgrade modules would display how much extra weight they will add. Adding these to items would cost a medium amount of power points.

Make sure to vote and feel free to comment. I hope you like this suggestion. :)

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 Post subject: Re: Revamped Fusion System
PostPosted: Wed Jun 01, 2016 8:41 am 
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I like the most part of it except the last part about upgrading modules.
1. can drones be upgraded, because if so, I will personally use a repair push mech.
2. can modules be upgraded, because god mode and repair push mechs
My concern about repair push mechs is because they are kind of light so the extra weight might not be much of a problem.

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 Post subject: Re: Revamped Fusion System
PostPosted: Wed Jun 01, 2016 2:22 pm 
Corporal
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Damirror wrote:
I like the most part of it except the last part about upgrading modules.
1. can drones be upgraded, because if so, I will personally use a repair push mech.
2. can modules be upgraded, because god mode and repair push mechs
My concern about repair push mechs is because they are kind of light so the extra weight might not be much of a problem.


You can upgrade anything that the current fusion system allows you to. So yes, that includes drones, but not modules.

Repair push mechs aren't nearly as common now as they were 6 months ago. The vast majority of them have little more than 500 hp, and the addition of the 9-range stinger helps. I do understand what you mean though, they are a massive pain to deal with. The repair drone doesn't deal any damage though, and since it is the only special item in the entire game which has the healing effect it wouldn't make sense to make an upgrade module to improve it. One way to combat these mechs could be an 'Extra Range' effect that adds extra range onto an item, at the cost of 30-40 extra weight. So you could have a 4-9 range mayhem battery, for example.

I hope this helped. :)

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 Post subject: Re: Revamped Fusion System
PostPosted: Sun Jun 12, 2016 2:22 am 
Corporal
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Bumping this.

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 Post subject: Re: Revamped Fusion System
PostPosted: Sun Jun 12, 2016 3:58 am 
First Lieutenant
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I already suggested the extraction part when the fusion system appeared like two years ago. (almost the same.. with the powerloss too) The developer said they won't do it because this way the weight of your decisions would be almost nothing. Or somethig like this im not 100% sure, the point that they didnt like it. But I hope that now they are like it now because it would be a very useful thing. And wouldnt be like the craft stuff.... lots of players suggested after the mythicals that we should get them from fusion and after a year they just made this craft sytem which name should be more like crap than craft.
So maybe it will be like this: you can extract the fusion from an item but you cant fuse that item again lol I can imagine a thing like this. :lol:


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