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 Strengthen LSB [Make LSB worth it and significant forever] 
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Of course each module might be 1%, 2% and 3%, to account for the fact that you can install 8 weapons, 4 thrusters, 4 dampers and 5 hull mods.

I had a pure SSB ship to rank 400, that's how I slipped through the slow rank resets. I've gone from rank 350 to rank 850 since October, and added decks for scan mods to pick up critical NPC's. The waters are far more shark infested at rank 700+ than they were up to rank 400, especially for someone who has played less than a year. What I can tell you is that as a fast ranking SSB you hardly put a dent in LSB ships and even some well built MSB ships. There is no competing with ap + time. Ranking fast just makes you a fresh target.

Sorry for the segue:

This is why I always halc and/or calming amp now. PvP is dead to me. The only way to reinvigorate PvP is to show only ships within a close % of rank on the BT, so people aren't constantly attacked by ships 400 to 600 ranks higher. I'm seeing people on my BT that are rank 500 to 700 that never showed when I was running the similar scan at lower rank. The Battle Tab encourages bullying, higher ranks easily see ranks that are easier to disable. If that were fixed, the pressure to play SSB along with the desire to stay halc'd would be significantly reduced. I have played a lot of Mafia games in which the only way you could attack a lower ranked player was if they attacked you first or similar to a legion alert. Why the PvP list has to easily show and thus allow you to attack significantly lower rank/level players is beyond me.

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Thu Mar 19, 2015 3:41 am
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PigsOnHigh wrote:
Ludis wrote:
If a mod does increase the attack %, def % or hull % of every module of each tier, then that would only work for a short amount of time and modules would still continue to increasingly become less significant than artifact production in the long run.


No, I think you missed my suggestion in assuming the % increase would apply only to the modules. I'm suggesting adding weapons modules that are 130 decks that add 10%, 15% or 30% overall attack. This would apply to weapons + allies + TO's. Same thing with hull, shield and defense. This doesn't nerf SSB, but it gives significant reason to add decks. After all, better materials for hull should make all hull more effective. Better weapons should give Tactical Officers more to work with. Better thrusters and dampers should work with helmsmen to provide overall defense. The net result is LSB's usually hitting for cap while SSB's have low cap, but comparably lower overall stats. The SSB build then becomes a stepping stone to not get pummeled and bullied while building up ap/hr and working towards MSB and eventually LSB.

The % boost of those modules would amplify stats from ap. Of course research is left in the dust, Dan doesn't come out with new researched modules every year. The importance of having those mods installed, and thus having a larger ship would not diminish over time.


So you wanted a mod that increased overall integrity of a certain stat. That would still be a short run thing and more % like that would cause people to only have those modules installed on any ship because people would take advantage of that % like they have done with the anubix and kalvium fortified plating. This draws in more SSB ships and does not strengthen the incentive to have more modules installed to become an LSB because I for one would just install the modules you are suggesting and nothing else, since the modules are just getting those boosts without actually increasing their own stats. People would most definitely still increase their stats with artifact production and still ignore modules that requires decks in favor of your module.


Thu Mar 19, 2015 3:46 am
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I don't see any real drawback that needs fixing, SSB or MSB or LSB, each has their own (minor) pros and cons. We have suggested that the damage cap needs fixing, as long as the damage cap is based on decks, SSB's will have an advantage. Now LSB's have the advantage of not having to swap out modules (a minor advantage), If any fixing is needed....maybe retro the repeating mods and make them "stack", or maybe increase the cost of module repair, making it cheaper to get a new one than to fix the old one. I have a LSB, and yes in PvP I am in a disadvantage to almost all SSB's, but I still slug away. I can get a few good hits in with my scan giving criticals, and sometimes can take them out through sheer force of energy. If there was a new mod that came out that was stronger the bigger you were.....or maybe got a synergy bonus from the number of attack modules installed, like a shield that draws power from the weapons systems. Synergy bonus' can be applied to any module effect, a scanner that increases in power from the number of shield modules installed by using the shield array to boost power of the scan signal. Now to stop the rules rapists before they get started, you won't be able to get a synergy bonus from a synergy bonus. These bonus' will effect any ship build....but more than likely will benefit the LSB more cause they have EVERYTHING installed. In order to be fair, all module categories should have their own synergy bonus, like a Hull mod that gained strength from the number of cloaking modules installed, a true phasing defense. These are cool ideas I gleaned from other sources, so I can't take full credit. anyway there's my two cents. would make things interesting no matter your ship build, the LSB would get synergy bonus' on almost everything, and SSB's would get only some of the bonus' cause they don't have as many modules, but the increase wouldn't be enough to suddenly make an SSB wanna pack on the ship bots.


Last edited by Rakshasa on Thu Mar 19, 2015 4:30 am, edited 2 times in total.



Thu Mar 19, 2015 4:01 am
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Ludis wrote:
So you wanted a mod that increased overall integrity of a certain stat. That would still be a short run thing and more % like that would cause people to only have those modules installed on any ship because people would take advantage of that % like they have done with the anubix and kalvium fortified plating. This draws in more SSB ships and does not strengthen the incentive to have more modules installed to become an LSB because I for one would just install the modules you are suggesting and nothing else, since the modules are just getting those boosts without actually increasing their own stats. People would most definitely still increase their stats with artifact production and still ignore modules that requires decks in favor of your module.


Anubix takes no decks. Kalvium Fortified Plating takes 20 decks. Both are geared to help people with small ships. If the % boost gear takes a lot of decks then those who just HAVE to have every single module, no matter how crappy, installed on their ship would actually get modules that can help them out to replace the next to worthless max researched mods that are available now. Say you've played for 2 years with 100k ap/hr or higher, surely you have gotten enough durtanium brackets that your Perfect Syncopated Plating actually adds more decks to your cap than it reduces your total hits to disable. Ultimately, hull mods just lower the number of hits to disable if you have anywhere near decent ap/hr. Attack mods pale in comparison to TO's. Defense mods are worthless unless you have an MSB or LSB ship, and even then you get so many helmsmen from AP that even upgraded defense mods aren't but so good.

Sure, if you make new attack mods that are fewer decks than Heavy Quasi's and provide a % attack boost, you're right it does encourage SSB's. If you make those mods take more decks than Quasi's, in line with previous deck increases, all of a sudden having all the deck hog maximum researched modules installed makes sense.

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Thu Mar 19, 2015 4:06 am
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Rakshasa wrote:
I don't see any real drawback that needs fixing, SSB or MSB or LSB, each has their own (minor) pros and cons. We have suggested that the damage cap needs fixing, as long as the damage cap is based on decks, SSB's will have an advantage. Now LSB's have the advantage of not having to swap out modules (a minor advantage), If any fixing is needed....maybe retro the repeating mods and make them "stack", or maybe increase the cost of module repair, making it cheaper to get a new one than to fix the old one. I have a LSB, and yes in PvP I am in a disadvantage to almost all SSB's, but I still slug away. I can get a few good hits in with my scan giving criticals, and sometimes can take them out through sheer force of energy. If there was a new mod that came out that was stronger the bigger you were.....or maybe got a synergy bonus from the number of attack modules installed, like a shield that draws power from the weapons systems. Synergy bonus' can be applied to any module effect, a scanner that increases in power from the number of shield modules installed by using the shield array to boost power of the scan signal. Now to stop the rules rapists before they get started, you won't be able to get a synergy bonus from a synergy bonus. These bonus' will effect any ship build....but more than likely will benefit the LSB more cause they have EVERYTHING installed. In order to be fair, all module categories should have their own synergy bonus, like a Hull mod that gained strength from the number of cloaking modules installed, a true phasing defense. These are cool ideas I gleaned from other sources, so I can't take full credit. anyway there's my two cents. would make things interesting no matter your ship build, the LSB would get synergy bonus' on almost everything, and SSB's would get only some of the bonus' cause they don't have as many modules, but the increase wouldn't be enough to suddenly make an SSB wanna pack on the ship bots.


This is another short term suggestion with those bonuses, since the increase in bonuses are limited to the modules installed, which reach it's maximum when all mods are installed. This does not continuously increase the incentive to become an LSB till the end if time or forever and depends on Dan and not the player's activeness to grow his or her ship. People would still be more likely to increase their artifact the same as they always have. SSB's in fact, probably would not need these bonuses at all and can go completely naked with absolutely no ship mods and and still kick butt.


Thu Mar 19, 2015 5:04 am
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PigsOnHigh wrote:
Ludis wrote:
So you wanted a mod that increased overall integrity of a certain stat. That would still be a short run thing and more % like that would cause people to only have those modules installed on any ship because people would take advantage of that % like they have done with the anubix and kalvium fortified plating. This draws in more SSB ships and does not strengthen the incentive to have more modules installed to become an LSB because I for one would just install the modules you are suggesting and nothing else, since the modules are just getting those boosts without actually increasing their own stats. People would most definitely still increase their stats with artifact production and still ignore modules that requires decks in favor of your module.


Anubix takes no decks. Kalvium Fortified Plating takes 20 decks. Both are geared to help people with small ships. If the % boost gear takes a lot of decks then those who just HAVE to have every single module, no matter how crappy, installed on their ship would actually get modules that can help them out to replace the next to worthless max researched mods that are available now. Say you've played for 2 years with 100k ap/hr or higher, surely you have gotten enough durtanium brackets that your Perfect Syncopated Plating actually adds more decks to your cap than it reduces your total hits to disable. Ultimately, hull mods just lower the number of hits to disable if you have anywhere near decent ap/hr. Attack mods pale in comparison to TO's. Defense mods are worthless unless you have an MSB or LSB ship, and even then you get so many helmsmen from AP that even upgraded defense mods aren't but so good.

Sure, if you make new attack mods that are fewer decks than Heavy Quasi's and provide a % attack boost, you're right it does encourage SSB's. If you make those mods take more decks than Quasi's, in line with previous deck increases, all of a sudden having all the deck hog maximum researched modules installed makes sense.


If that is the case, then I would rather just go naked and increase my artifact production so much that I would noy need these mods or any mod at all and just fight naked with nothing installed.

Although, if ships have to have everything installed, to equip your module, then that would bring huge problems to those who have sold their modules on accident or they would have to gain all the medal points they need to collect everything.

Lower ranked players would despise this and higher ranked players would be regretting it, while they have to pay to win to get all modules entirely. It is just a whole lot of mess to get all modules before being able to install your mod just to increase overall integrity by any % you suggested. That is why my suggestion does not narrow down to players that have all modules and allows everyone to be stronger as a reward for being active whether they have all modules installed or not.


Thu Mar 19, 2015 5:16 am
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If we make the idea I suggested a UST ability, available daily for say 20 ctps for 4 hours, it might just hit the desired audience and have the desired impact. Name the ability "integrated systems analysis", and maybe make the effect stackable with a cooldown. x2 effect....20 hours, x3 effect....2 days and so on to a reasonable limit. My idea wasn't to give LSBs an overhaul but a simple bit of a bonus fit for bigger ship, wasn't intended to "fix" any problem, just add some flavor that might be weighted in the LSBs favor.


Thu Mar 19, 2015 5:33 am
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Rakshasa wrote:
If we make the idea I suggested a UST ability, available daily for say 20 ctps for 4 hours, it might just hit the desired audience and have the desired impact. Name the ability "integrated systems analysis", and maybe make the effect stackable with a cooldown. x2 effect....20 hours, x3 effect....2 days and so on to a reasonable limit. My idea wasn't to give LSBs an overhaul but a simple bit of a bonus fit for bigger ship, wasn't intended to "fix" any problem, just add some flavor that might be weighted in the LSBs favor.


The ability based on the idea of the bonuses you have suggested seems very illogical from where I stand and still does not balance out module significance and strength gained from artifact production. Those modules get a bonus and like pig's suggestion and it just works for a little while.

This suggestion makes me want to go naked with no modules modules installed more than I already want to, since I will be piling artifact production like a maniac to strengthen my ship. Who needs modules to be strong any way right now?


Thu Mar 19, 2015 5:53 am
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Ludis wrote:
PigsOnHigh wrote:
Ludis wrote:
So you wanted a mod that increased overall integrity of a certain stat. That would still be a short run thing and more % like that would cause people to only have those modules installed on any ship because people would take advantage of that % like they have done with the anubix and kalvium fortified plating. This draws in more SSB ships and does not strengthen the incentive to have more modules installed to become an LSB because I for one would just install the modules you are suggesting and nothing else, since the modules are just getting those boosts without actually increasing their own stats. People would most definitely still increase their stats with artifact production and still ignore modules that requires decks in favor of your module.


Anubix takes no decks. Kalvium Fortified Plating takes 20 decks. Both are geared to help people with small ships. If the % boost gear takes a lot of decks then those who just HAVE to have every single module, no matter how crappy, installed on their ship would actually get modules that can help them out to replace the next to worthless max researched mods that are available now. Say you've played for 2 years with 100k ap/hr or higher, surely you have gotten enough durtanium brackets that your Perfect Syncopated Plating actually adds more decks to your cap than it reduces your total hits to disable. Ultimately, hull mods just lower the number of hits to disable if you have anywhere near decent ap/hr. Attack mods pale in comparison to TO's. Defense mods are worthless unless you have an MSB or LSB ship, and even then you get so many helmsmen from AP that even upgraded defense mods aren't but so good.

Sure, if you make new attack mods that are fewer decks than Heavy Quasi's and provide a % attack boost, you're right it does encourage SSB's. If you make those mods take more decks than Quasi's, in line with previous deck increases, all of a sudden having all the deck hog maximum researched modules installed makes sense.


If that is the case, then I would rather just go naked and increase my artifact production so much that I would noy need these mods or any mod at all and just fight naked with nothing installed.

Although, if ships have to have everything installed, to equip your module, then that would bring huge problems to those who have sold their modules on accident or they would have to gain all the medal points they need to collect everything.

Lower ranked players would despise this and higher ranked players would be regretting it, while they have to pay to win to get all modules entirely. It is just a whole lot of mess to get all modules before being able to install your mod just to increase overall integrity by any % you suggested. That is why my suggestion does not narrow down to players that have all modules and allows everyone to be stronger as a reward for being active whether they have all modules installed or not.


I didn't say that one would have to have every crappy module installed in order to get boost from that gear, I said that it would make researched gear worth using. There's no way to convince people with SSB or MSB builds to install all the modules in the game. That is the strategy in ship building in this game, deciding which modules make your ship stronger and better and which aren't worth putting on your ship. I was being sarcastic about the LSB mindset in general. There are a ton of modules that are basically crap in this game, why people have to have them all installed is beyond me. I am saying that as someone who pays attention to deck usage, I would add decks to install researched mods if they gave a % boost instead of the stat boost which is soon eclipsed by ap production. I would probably add 80 decks per attack mod and 130 decks per hull mod if the benefit went up as stats from ap production go up.

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Thu Mar 19, 2015 12:00 pm
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If my idea was implemented, I would most definitely start collecting all modules for a chance at increased stats each month of my choosing and I'm a MSB right now.

At the moment, the only modules I see useful are the ones with % or abilities. No point in getting the modules that have increasingly decreasing shelf life when installed. It'd be a great achievement to actually beat the game with absolutely no modules installed at all.

More % overall integrity from your mod would still ignore non-researchable modules and the modules that do give it are installed just for the purpose of increased strength from artifact gains, while they fade away even faster than they already do.

Your suggestion exponentially speeds up the process of increasingly decreasing shelf-life of all the mods in the module tiers you plan on giving % overall integrity.

The stats that they are given are proven to become less and less significant overtime. Why even bother having stats on these researched modules at all in the first place if they are just going to fade and become overwhelmed by artifact production gains?

Most importantly, why are you trying to destroy what modules were originally meant to do?


Thu Mar 19, 2015 2:48 pm
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I am not trying to destroy what modules were originally meant to do. I'm pointing out that ap makes them obsolete, the original purpose is already null for anything other than scan and cloak.

My suggestion would make the mods work with ap for overall ship strength instead of decrease usefulness. Like you say, the only mods you install provide a % boost or have some ability. I am MSB presently, and am at the same point. If each max researched gun added 3% to attack, and you can install 8 of them, how would ap over time make them obsolete? 24% attack boost will be more valuable when you have 100k TO's as it is when you have 10k TO's. A 24% boost to defense and a 20% boost to hull would likewise make up for the fact that the researched mods require you to add decks to use them. At this point if I install all researched hull mods it provides a 20% increase in hull, the same for Quasi's and attack and thrusters and dampers for defense. I don't use any of it because I can easily see that over the next year the benefit of those mods will steadily decrease as I add more prisoners/brackets/helmsmen.

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Thu Mar 19, 2015 4:57 pm
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The modules original stat bonuses are left stagnant and does not grow beyond the % limit of overall integrity.

Will that mod of yours be able to increase that % overall integrity forever?

If so, then it would be ridiculous to see infinite % boost on a ship in the effects tab.

There is a higher chance your mod will be limited by Dan than the upgrade my mod upgrades each month.


Thu Mar 19, 2015 9:38 pm
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A 3% attack boost is a 3% attack boost. It does not need to be adjusted with time because it's a % boost instead of a static boost of 3% at the time it is added. This would boost attack, defense, hull and shield to make the mods worthwhile. I'd suggest energy, too, but people already compensate well enough with engineers to autorank off of all but the lowest xp to en return.

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Thu Mar 19, 2015 10:49 pm
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So is it a boost to modules infinitely or still just a boost to overall integrity that ignores every module's original stat?

3% attack boost to overall integrity to overall attack or 3% attack boost to weapons' stats?


Thu Mar 19, 2015 11:15 pm
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It would be a boost that works the same as Kalvium Fortified plating, Anubix or TitanProxy, replacing existing researched weapons, defense and hull mods with slightly higher deck requirements. It would take into account existing stats and add that % boost. A 3% boost with 10k attack prior to adding the mod would end up being 300 additional attack, which would make the modules only worth installing for those who have soaked ap and slow ranked, or fast ranked and built ap quickly. Something that's worthwhile later in the game for people, not so much for people just getting going. It could be added to existing mods, maybe through Legion Missions, or it could be a new researched tier. My preference would be that it only work on larger modules to address the issue with SSB's getting all the high stat/deck ratio goodies.

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Thu Mar 19, 2015 11:54 pm
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Yeah, in that case, keep making almost every single module in the game more obsolete than they already are seeing how it works like kalvium fortified platings %.

More overall integrity equals the death of many modules and increased pointlessness to achieve them. This undermines everything Dan has put into the game, including many mission modules and many npc modules instead of enhancing all modules that exist in the game.

That weakens LSB and strengthens SSB, which is not what this thread is about. People will limit their decks to just what your mod requires.

It is just extra % overall integrity that increases the population of SSB ten fold.

If your mods are implemented, then I would just have those modules installed just for the %. In that case, who cares about the original stats of the modules because they mean nothing. The attack on quasi chaotic blasters mean nothing and the original purpose of the mod is replaced with the % boost as people gain more strength from artifact gains.

WE DO NOT NEED MORE % OVERALL INTEGRITY!

WE NEED TO HARMONIZE SHIP GROWTH FROM ARTIFACT GAINS WITH MODULE GROWTH!


Fri Mar 20, 2015 2:11 am
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Ludis wrote:
Yeah, in that case, keep making almost every single module in the game more obsolete than they already are seeing how it works like kalvium fortified platings %.

More overall integrity equals the death of many modules and increased pointlessness to achieve them. This undermines everything Dan has put into the game, including many mission modules and many npc modules instead of enhancing all modules that exist in the game.

That weakens LSB and strengthens SSB, which is not what this thread is about. People will limit their decks to just what your mod requires.

It is just extra % overall integrity that increases the population of SSB ten fold.

If your mods are implemented, then I would just have those modules installed just for the %. In that case, who cares about the original stats of the modules because they mean nothing. The attack on quasi chaotic blasters mean nothing and the original purpose of the mod is replaced with the % boost as people gain more strength from artifact gains.

WE DO NOT NEED MORE % OVERALL INTEGRITY!

WE NEED TO HARMONIZE SHIP GROWTH FROM ARTIFACT GAINS WITH MODULE GROWTH!

That will never happen Ludis, AP is the only way you can have a good ship in the higher ranks.

And yep, the original stats are always going to be meaningless. They already are and the only way to change that is a % bonus imo.
Kalviums are on my ship only for the % bonus.
Same with the Trinity-Core Drives, Dark AssemblyBots, Sirakar Platings, Surge Plexus, T.O. Heliofield, Uldrinan Henxicant and Velox Thrusters.
Apart from the % bonus their stats are completely irrelevant to me and have been for at least 1000 ranks now.

Happy to have any ideas, like Pongoloid's or Golgotha's or even your own to provide more balance and make researched mods slightly less sucky, but there is mathematically no way you can ever expect researched mods to equal high AP.

In case anyone missed the memo from many years ago, AP is the key to all ship growth once the tiny mod caps on attack, hull, shield and defense kick in.
I quite like a decent (like say 3%) bonus for each "array" if you have all top tier mods installed for defense, shield, attack and hull but it will never be a substitute for AP.

Having said that, I think it would help make them less irrelevant, which is probably a good idea.


Fri Mar 20, 2015 2:33 am
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Deigobene wrote:
Ludis wrote:
Yeah, in that case, keep making almost every single module in the game more obsolete than they already are seeing how it works like kalvium fortified platings %.

More overall integrity equals the death of many modules and increased pointlessness to achieve them. This undermines everything Dan has put into the game, including many mission modules and many npc modules instead of enhancing all modules that exist in the game.

That weakens LSB and strengthens SSB, which is not what this thread is about. People will limit their decks to just what your mod requires.

It is just extra % overall integrity that increases the population of SSB ten fold.

If your mods are implemented, then I would just have those modules installed just for the %. In that case, who cares about the original stats of the modules because they mean nothing. The attack on quasi chaotic blasters mean nothing and the original purpose of the mod is replaced with the % boost as people gain more strength from artifact gains.

WE DO NOT NEED MORE % OVERALL INTEGRITY!

WE NEED TO HARMONIZE SHIP GROWTH FROM ARTIFACT GAINS WITH MODULE GROWTH!

That will never happen Ludis, AP is the only way you can have a good ship in the higher ranks.

And yep, the original stats are always going to be meaningless. They already are and the only way to change that is a % bonus imo.
Kalviums are on my ship only for the % bonus.
Same with the Trinity-Core Drives, Dark AssemblyBots, Sirakar Platings, Surge Plexus, T.O. Heliofield, Uldrinan Henxicant and Velox Thrusters.
Apart from the % bonus their stats are completely irrelevant to me and have been for at least 1000 ranks now.

Happy to have any ideas, like Pongoloid's or Golgotha's or even your own to provide more balance and make researched mods slightly less sucky, but there is mathematically no way you can ever expect researched mods to equal high AP.

In case anyone missed the memo from many years ago, AP is the key to all ship growth once the tiny mod caps on attack, hull, shield and defense kick in.
I quite like a decent (like say 3%) bonus for each "array" if you have all top tier mods installed for defense, shield, attack and hull but it will never be a substitute for AP.

Having said that, I think it would help make them less irrelevant, which is probably a good idea.


The idea of my suggestion is to make sure modules continuously increase alongside artifact production in growing ships, instead of being left behind because of % overall integrity mods with an infinite number of upgrades to ensure that they continue to contribute strength to ships for an eternity.

The upkeep increase for each upgrade is there for a reason to make sure people still see significance in increasing minerals to balance it out with artifact production.

People will eventually see that their modules have preserved there usefulness in increasing strength despite having more artifact production.


Fri Mar 20, 2015 2:46 am
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Ludis wrote:
Deigobene wrote:
Ludis wrote:
Yeah, in that case, keep making almost every single module in the game more obsolete than they already are seeing how it works like kalvium fortified platings %.

More overall integrity equals the death of many modules and increased pointlessness to achieve them. This undermines everything Dan has put into the game, including many mission modules and many npc modules instead of enhancing all modules that exist in the game.

That weakens LSB and strengthens SSB, which is not what this thread is about. People will limit their decks to just what your mod requires.

It is just extra % overall integrity that increases the population of SSB ten fold.

If your mods are implemented, then I would just have those modules installed just for the %. In that case, who cares about the original stats of the modules because they mean nothing. The attack on quasi chaotic blasters mean nothing and the original purpose of the mod is replaced with the % boost as people gain more strength from artifact gains.

WE DO NOT NEED MORE % OVERALL INTEGRITY!

WE NEED TO HARMONIZE SHIP GROWTH FROM ARTIFACT GAINS WITH MODULE GROWTH!

That will never happen Ludis, AP is the only way you can have a good ship in the higher ranks.

And yep, the original stats are always going to be meaningless. They already are and the only way to change that is a % bonus imo.
Kalviums are on my ship only for the % bonus.
Same with the Trinity-Core Drives, Dark AssemblyBots, Sirakar Platings, Surge Plexus, T.O. Heliofield, Uldrinan Henxicant and Velox Thrusters.
Apart from the % bonus their stats are completely irrelevant to me and have been for at least 1000 ranks now.

Happy to have any ideas, like Pongoloid's or Golgotha's or even your own to provide more balance and make researched mods slightly less sucky, but there is mathematically no way you can ever expect researched mods to equal high AP.

In case anyone missed the memo from many years ago, AP is the key to all ship growth once the tiny mod caps on attack, hull, shield and defense kick in.
I quite like a decent (like say 3%) bonus for each "array" if you have all top tier mods installed for defense, shield, attack and hull but it will never be a substitute for AP.

Having said that, I think it would help make them less irrelevant, which is probably a good idea.


The idea of my suggestion is to make sure modules continuously increase alongside artifact production in growing ships, instead of being left behind because of % overall integrity mods with an infinite number of upgrades to ensure that they continue to contribute strength to ships for an eternity.

The upkeep increase for each upgrade is there for a reason to make sure people still see significance in increasing minerals to balance it out with artifact production.

People will eventually see that their modules have preserved there usefulness in increasing strength despite having more artifact production.

Oh yeah mate, I understand what you are saying, the math just doesn't work for me. Not even close.
Might work down where you are, but so far off in the higher ranks, at least in my experience.
Of course, by then if you don't know that arti is important you are probably not going to worry much either way.

Speaking as someone who is already there, I think increasing base stats is always going to be largely irrelevant at higher levels.
It is for the same reason that researched mods become irrelevant for attack, defense, hull and shields.
Leave them on your ship if you have the space, if not why would anyone take up all those decks with expensive and largely ineffective modules?
They are obsolete for a reason - if it's not a % bonus, then it's simply no good.

To be honest, all this stuff is pretty obvious the first time as a low ranker you add up the attack from 8 x Quasis and compare it to the attack of any half-decent Rank 1000... there is a lot of difference there.
The word for high rankers that have neglected to work on their AP over the years is "prey", and no amount of tweaking can change that.

Don't get me wrong, I'm not against some kind of improvement to researched mods, I'm just aware that it will never be a substitute for AP.
And honestly, unless there are % bonuses it will do nothing imo. For me, your original plan won't achieve your aim of making it significant forever.
Naturally of course, the high AP ships would also have access to the same mods and at later ranks you have a lot of decks to play with even as a smaller ship.

*shrugs*


Fri Mar 20, 2015 4:22 am
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I have added something to my suggestion and maybe Dan might get some ideas from it in the first page.


Fri Mar 20, 2015 9:45 am
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