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 An incentive to use modules 
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Joined: Fri Aug 31, 2012 5:30 pm
Posts: 92
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Idea: A new module upgrade that can be used on any non-scan/cloak module (will work on mixed mods but will not effect scan/cloak).


What it would do: Give a percentage boost to stats based on the stats of the mod at rate of say 0.001% per stat point (e.g a Dominion tri-

blaster with an attack of 310 would provide a 0.31% attack bonus or a Perfect Syncopated Plating with a hull bonus of 1105 would provide a full

1.105% hull bonus).


How to obtain the upgrade: A drop from a high level npc (common enough that someone could realistically obtain one for all their mods in time but

rare enough to be a challenge).


Why I am suggesting this: Because stuff like this viewtopic.php?f=4&t=41450 depresses me.


Fri Oct 03, 2014 9:47 pm
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Joined: Wed Sep 11, 2013 6:36 pm
Posts: 294
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Yeah sorry about depressing you. I was only trying to tell people about the importance of growing their ship without the need to buy or get from others.

Scan is definitely important for ship growth when you find thr right planet to invade or colonize. And yes, many modules become out of date, so I am hoping that Dan comes up with something to make his modules more valuable for higher ranked people.

The idea of upgrades was thought of by me first, but I guess making it droppable from rare npcs is not bad. More different ny npcs to strengthen these outdated modules would be faboulous.


Fri Oct 03, 2014 10:23 pm
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Joined: Fri Aug 31, 2012 5:30 pm
Posts: 92
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The scan and cloak thread is simply a discussion in reality. The reality that increasing ones damage cap for the equivalent of a few rescued

prisoners is not worth it in the end. Both of our ideas seek a way of giving modules a way to grow indefinitely the way that our ships can with

crew/xcells/brackets. Your idea could work as well long term although I fear people would just keep upgrading a few mods (you did make the cost

increase the more it was upgraded which is good) but I of course stand by my idea because even mods with significant stats become underwhelming

with enough artifacts. From what I can tell (I am low lvl so I can't say directly) the only mods to escape the very logical argument in your efficient

deck post are scan/cloak mods (they can't be got by artis), allies (they take no decks), and % mods (which is where I am coming from).


Fri Oct 03, 2014 11:20 pm
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Joined: Sun Aug 03, 2014 6:17 pm
Posts: 2224
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I think this idea has been brought up many times. Not that that makes it less poignant. I'm all for upgradable modules with increased cost. Hey if you're willing and able to pay x amount why not. I'm LSB and my upkeep is just shy of 47 billion. If you start maxing havoc coils and upgrading modules with increased cost it could easily rise quite a bit more. This means having more mining planets and resesearch for contracts...but would also mean a reason to be LSB and to have the research modules.

+1

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Sat Oct 04, 2014 12:35 am
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Joined: Wed Sep 11, 2013 6:36 pm
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I've added an increasing requirement to the upgrades to prevent people from focussing too much on a module at a time.

Perhaps that requirement is a little too low even though it adds up overtime.

The point of letting it be obtainable by artifact production was to lower the chances of increased crew and balancing it with module growth, while increasing the significance of mining and research.


Sat Oct 04, 2014 2:04 am
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