I've been playing around with upgrading some weaponry through the research station and I thought I'd give you some feedback on my results.
N.B - I recognise that gameplay balancing and whatnot is probably a low priority at this point, but I have the information so I thought I'd make a post anyway.
N.B.2 - The following information is based on my limited testing of the research system. If there are more substantial results that contradict my findings or if the underlying mechanics of the system are in fact working as intended, then obviously the following post will be of limited value!
So here's the situation. I started out with 30x Tech 41 "Exceptional" (yellow) Launcher weapons. These weapons were all identical having been created in the same turret factory. They had the same damage and identical weapon traits. A screenshot of these launchers is included below.
I then decided to "upgrade" these through the research station. I made the assumption that since I can't craft Exotic or Legendary Tier weaponry in a turret factory, the logical means of weapon progression would be to craft exceptional tier weaponry and slowly upgrade it over time.
At a ratio of 5:1, I plugged all 30 of my Tech 41 Exceptional Launchers into the research station and got 6 Exotic Launchers back.
I have included screenshots of each of the 6 Exotic Launchers I created from this exercise below.
As you can see, the results are......confusing and rather disappointing!
Each of the exotic turrets I got back seemed to cap out at Tech 33, despite ALL the input turrets having been *significantly* higher than this to begin with.
Additionally, whilst SOME of the new turrets had SOME of the same traits as the original turrets, the results illustrate that it was kind of a crapshoot as to what weapon traits one gets when combining turrets in the research station. The exception to this was the auto-firing trait, which seemed to transfer in 100% of cases. Otherwise it seems......very random!
Furthermore, the primary stats varied WILDLY on the new turrets. So much so that I really can't see how they could reasonably be construed as having any relationship to those on the input turrets.
In practically every instance, I consider that the turrets I got back are inferior to those I used as input turrets. One or two of the exotic turrets could possibly come close when considering the weapon traits I suppose, but its arguable at best as to whether they do, while the majority of created turrets certainly don't, and are not upgrades.
As a final test, I took five of the new exotic launcher turrets and combined them in the research station to create a legendary turret! (Ooooh purple!)
Follows the trend of the previous test in returning a turret that I'd consider to be inferior to those I put in to get it.
As I mentioned earlier, I realise that this is probably a gameplay element that hasn't really been developed much at this point. That's OK! But I would like to make the following couple of suggestions for whenever you opt to take a look at the system:
- The system should create results that are based on the characteristics of the input turrets, rather than the seemingly random result that occurs now.
- Tech level of turrets created should , at the very least, not decrease under that of the input turrets.
- Base weapon stats should not be random and should DEFINITELY be an increase over those of the input turrets (Perhaps an increase over the averages if input turrets with variable stats are used? Not sure about this.). We're buying the new turret at the ratio of 5:1, it should represent a significant improvement.
- Turrets created should have weapon traits that are reflective of the input turrets (Or select from the pool of traits if multiple types are present on the input turrets). These traits should also numerically increase, for the same reason as the base stats (5:1 ratio).
- Also, as a UI consideration for quality of life, if at some point the system is redesigned to accommodate the above, having the interface display the turret that will result from the combining process BEFORE actually having to click the button to combine, would be really useful. Of course if the intention is that players aren't meant to see the result before investing, then this change obviously isn't one to consider.
These are just a few observations and suggestions I've made based on the messing around I've done so far. Its worth noting I don't know how things like tech level and weapon stat/trait numerical values are derived, so its entirely possible some of these suggestions would have interconnected results that may require consideration.
Thanks very much developer people! Keep up the great work!
Suggestion
Terradoss
Hiya Koonschi and Team!
I've been playing around with upgrading some weaponry through the research station and I thought I'd give you some feedback on my results.
N.B - I recognise that gameplay balancing and whatnot is probably a low priority at this point, but I have the information so I thought I'd make a post anyway.
N.B.2 - The following information is based on my limited testing of the research system. If there are more substantial results that contradict my findings or if the underlying mechanics of the system are in fact working as intended, then obviously the following post will be of limited value!
So here's the situation. I started out with 30x Tech 41 "Exceptional" (yellow) Launcher weapons. These weapons were all identical having been created in the same turret factory. They had the same damage and identical weapon traits. A screenshot of these launchers is included below.
http://imgur.com/a/q0UUi
I then decided to "upgrade" these through the research station. I made the assumption that since I can't craft Exotic or Legendary Tier weaponry in a turret factory, the logical means of weapon progression would be to craft exceptional tier weaponry and slowly upgrade it over time.
At a ratio of 5:1, I plugged all 30 of my Tech 41 Exceptional Launchers into the research station and got 6 Exotic Launchers back.
I have included screenshots of each of the 6 Exotic Launchers I created from this exercise below.
http://imgur.com/a/rVIHS
As you can see, the results are......confusing and rather disappointing!
Each of the exotic turrets I got back seemed to cap out at Tech 33, despite ALL the input turrets having been *significantly* higher than this to begin with.
Additionally, whilst SOME of the new turrets had SOME of the same traits as the original turrets, the results illustrate that it was kind of a crapshoot as to what weapon traits one gets when combining turrets in the research station. The exception to this was the auto-firing trait, which seemed to transfer in 100% of cases. Otherwise it seems......very random!
Furthermore, the primary stats varied WILDLY on the new turrets. So much so that I really can't see how they could reasonably be construed as having any relationship to those on the input turrets.
In practically every instance, I consider that the turrets I got back are inferior to those I used as input turrets. One or two of the exotic turrets could possibly come close when considering the weapon traits I suppose, but its arguable at best as to whether they do, while the majority of created turrets certainly don't, and are not upgrades.
As a final test, I took five of the new exotic launcher turrets and combined them in the research station to create a legendary turret! (Ooooh purple!)
These are the turrets I combined:
http://imgur.com/a/KJenr
Aaaaaaand this is the legendary turret I got back:
http://imgur.com/a/ei3T7
Follows the trend of the previous test in returning a turret that I'd consider to be inferior to those I put in to get it.
As I mentioned earlier, I realise that this is probably a gameplay element that hasn't really been developed much at this point. That's OK! But I would like to make the following couple of suggestions for whenever you opt to take a look at the system:
- The system should create results that are based on the characteristics of the input turrets, rather than the seemingly random result that occurs now.
- Tech level of turrets created should , at the very least, not decrease under that of the input turrets.
- Base weapon stats should not be random and should DEFINITELY be an increase over those of the input turrets (Perhaps an increase over the averages if input turrets with variable stats are used? Not sure about this.). We're buying the new turret at the ratio of 5:1, it should represent a significant improvement.
- Turrets created should have weapon traits that are reflective of the input turrets (Or select from the pool of traits if multiple types are present on the input turrets). These traits should also numerically increase, for the same reason as the base stats (5:1 ratio).
- Also, as a UI consideration for quality of life, if at some point the system is redesigned to accommodate the above, having the interface display the turret that will result from the combining process BEFORE actually having to click the button to combine, would be really useful. Of course if the intention is that players aren't meant to see the result before investing, then this change obviously isn't one to consider.
These are just a few observations and suggestions I've made based on the messing around I've done so far. Its worth noting I don't know how things like tech level and weapon stat/trait numerical values are derived, so its entirely possible some of these suggestions would have interconnected results that may require consideration.
Thanks very much developer people! Keep up the great work!
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