I came up with an idea to fix the overpower issue with some mods.
How about we make the flights, energy, whatever mods that were modified, back to the way they were before. And instead, make a limit to how many of any one mod(s) that you can have at once.
I'd prefer this because, well lets use the flights as an example, I liked going fast with 4 flights, then they got weakened, now I'm using a slot for another flight mod to keep my previous speed.
making a limit on a mod is like limiting how much extra of that bonus that you can have. So if we make a limit on the extra stuff, it can only go so high right?
fix to overpowered mods
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- GuardianDragon
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Re: fix to overpowered mods
I liked the original idea that Starwynd came up with. He'd be the one to tell you about it in more detail.
But as far as i remember:
- Mods were split into categories. Like mods to help with the control and ones that affected energy regeneration.
- You could switch only the ones in that category. Like in the flight section you'd have speed, turning and thrust. For the energy regen you'd have to make a choice between energy or armor.
- The sections gave you a choice of 2 mods in 4 sections.
- Obviously the mods would have to be more powerful than they are currently.
Thats how i remember the way the idea of mods started. The idea being specialisation over all-roundness, therefore breaking up the way perma domination is set up.
But as far as i remember:
- Mods were split into categories. Like mods to help with the control and ones that affected energy regeneration.
- You could switch only the ones in that category. Like in the flight section you'd have speed, turning and thrust. For the energy regen you'd have to make a choice between energy or armor.
- The sections gave you a choice of 2 mods in 4 sections.
- Obviously the mods would have to be more powerful than they are currently.
Thats how i remember the way the idea of mods started. The idea being specialisation over all-roundness, therefore breaking up the way perma domination is set up.
- GuardianDragon
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Re: fix to overpowered mods
hmm, I haven't heard that before, it sounds pretty good...except that atm we only really have one type of mod each, which is now like the same thing as I was saying
oh well, maybe that Idea will get implemented when more mods get out
oh well, maybe that Idea will get implemented when more mods get out
- Drifter101
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Re: fix to overpowered mods
yes, this or the Starwynd idea both sounds like improvments.Latias wrote:I came up with an idea to fix the overpower issue with some mods...make a limit to how many of any one mod(s) that you can have at once.
Also I propose scanners have their own slots which are not inter-changeable with other mods. There can be two scanner slots, the first for either Neutrino or Broadband (maybe Broadband can be made useful one day). The second scanner slot can be filled with either Battle or Tactical scanner selection.