I think it would be interesting if, for example, equipment docks and research station(in the case of systems) or equipment docks and turret factories(for turrets) allowed to tweak their stats.
Systems: click on the system, using a slider or maybe a dropdown menu, one could apply either a -50%, base stats, +50% or +100% modifier to a system's stats. This would increase or decrease the drawbacks of systems as well and obviously wouldn't work with pure upgrades such as generator upgrades. However, I could decide to make my +4 jump range 3GW system into a +2 jump range 1.5GW module, at least temporarily. This could be called overclocking and be done anywhere, maybe? I could also go the other way and, make my +2 unarmed turret mod 0,5 GW into a +3 for 0,75GW or +4 for 1GW.
Better quality systems would come mostly in the form of systems with a better ratio of drawbacks to bonuses. This idea may also be limited to plus or minus 50%, for balance reasons.
Turrets: A similar idea may be implemented for turrets. Example, you could have sliders for fire rate vs damage that you could adjust. The turret would keep the same DPS, but you could tweak those stats proportionally by, let's say plus or minus 50% again. One thing that may be offered as a service at a station may be the addition or removal of certain properties such as independent targeting, burst fire and such, with all the consequences that those modifiers normally carry.
For mining and salvaging lasers, I would absolutely love it if we could tweak damage vs efficiency. For instance, when I feel a new resource is scarce and I don't want to get closer to the center of the galaxy, I could tweak my turrets to effectively mine slower (less damage) but more efficiently. I could do the opposite when I feel at ease in a system filled with new resources where I can't be bothered to try and get the most out of each asteroid and, instead, choose to increase the mining speed.
Upgrading turrets/systems:
Ever moved up a tier in materials, only to notice that your previous equipment doesn't scale well? Here is my suggestion for a bit of an alternative. I feel this suits turrets a lot more than systems, since systems don't rely on materials as much. So I'm only going to give turrets as an example. Also, for balance reasons, this should probably be limited to stations services offered by equipment docks and turret factories, as I mentioned earlier.
How would I suggest upgrading turrets? Well, one would dock with a station, put the turret in a slot and pay a price in credits and materials to upgrade their turrets. Again, for balance reasons, one may want to limit the number of upgrades a specific turret may receive to one. The turret would move up to the next tier of material and receive a slight buff to its basic stats (5 to 10%, randomly?). The cost would be determined by a formula similar to this: credit cost = tech level*rarity[example: 1.0 for common, 1.25 for uncommon, 2.0 for blue, 3.0 for yellows and 5.0 for legendary?] * 1000
material cost = credit cost * 0,05 of the target material.
Example: upgrading a Blue quality Naonite Mining Laser of tech level 20 to a Blue quality Trinium Mining Laser of the same tech level would cost 40,000 credits and 2,000 Trinium. This turret would be able to mine the next tier of materials and also receive a randomized bonus of 5 to 10% to its base stats.
Suggestion
Ohm is Futile
Ok, so a lot of ideas here, please bear with me.
Tweaking systems/turrets:
I think it would be interesting if, for example, equipment docks and research station(in the case of systems) or equipment docks and turret factories(for turrets) allowed to tweak their stats.
Systems: click on the system, using a slider or maybe a dropdown menu, one could apply either a -50%, base stats, +50% or +100% modifier to a system's stats. This would increase or decrease the drawbacks of systems as well and obviously wouldn't work with pure upgrades such as generator upgrades. However, I could decide to make my +4 jump range 3GW system into a +2 jump range 1.5GW module, at least temporarily. This could be called overclocking and be done anywhere, maybe? I could also go the other way and, make my +2 unarmed turret mod 0,5 GW into a +3 for 0,75GW or +4 for 1GW.
Better quality systems would come mostly in the form of systems with a better ratio of drawbacks to bonuses. This idea may also be limited to plus or minus 50%, for balance reasons.
Turrets: A similar idea may be implemented for turrets. Example, you could have sliders for fire rate vs damage that you could adjust. The turret would keep the same DPS, but you could tweak those stats proportionally by, let's say plus or minus 50% again. One thing that may be offered as a service at a station may be the addition or removal of certain properties such as independent targeting, burst fire and such, with all the consequences that those modifiers normally carry.
For mining and salvaging lasers, I would absolutely love it if we could tweak damage vs efficiency. For instance, when I feel a new resource is scarce and I don't want to get closer to the center of the galaxy, I could tweak my turrets to effectively mine slower (less damage) but more efficiently. I could do the opposite when I feel at ease in a system filled with new resources where I can't be bothered to try and get the most out of each asteroid and, instead, choose to increase the mining speed.
Upgrading turrets/systems:
Ever moved up a tier in materials, only to notice that your previous equipment doesn't scale well? Here is my suggestion for a bit of an alternative. I feel this suits turrets a lot more than systems, since systems don't rely on materials as much. So I'm only going to give turrets as an example. Also, for balance reasons, this should probably be limited to stations services offered by equipment docks and turret factories, as I mentioned earlier.
How would I suggest upgrading turrets? Well, one would dock with a station, put the turret in a slot and pay a price in credits and materials to upgrade their turrets. Again, for balance reasons, one may want to limit the number of upgrades a specific turret may receive to one. The turret would move up to the next tier of material and receive a slight buff to its basic stats (5 to 10%, randomly?). The cost would be determined by a formula similar to this: credit cost = tech level*rarity[example: 1.0 for common, 1.25 for uncommon, 2.0 for blue, 3.0 for yellows and 5.0 for legendary?] * 1000
material cost = credit cost * 0,05 of the target material.
Example: upgrading a Blue quality Naonite Mining Laser of tech level 20 to a Blue quality Trinium Mining Laser of the same tech level would cost 40,000 credits and 2,000 Trinium. This turret would be able to mine the next tier of materials and also receive a randomized bonus of 5 to 10% to its base stats.
Thoughts, comments, approval?
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