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MODIFICATIONS! A modification to the UV system

8 replies [Last post]
Sat, 12/07/2013 - 20:54
Coelydragon's picture
Coelydragon

I shall revamp and balance the UV system.

Crafting

  • Crafting will remain the same and give the same chance of a UV as usual.

Punch

  • UV tickets will be removed and replaced with six types of tickets: Random modifications (1, 2, or 3) and Special modifications (1, 2, or 3)
  • Random modifications will cost as much as their respective current UV ticket counterparts
  • Special mods will cost much more (50k cr, 100k cr, 150k cr respectively)
  • Special mods guarantee the mod that you want.

Mods
Modifications work similarly to a UV. They take up UV slots (you can't have more than 3 total UVs and mods on a single piece of gear). While giving buffs to weapons and armor, they also provide counter-buffs of equal and opposite values. Modifications are as follows:

Weapons

  • CTR - CMSI (described below)
  • ASI - DMG
  • SLIME - CONSTRUCT
  • GREMLIN - BEAST
  • FIEND - UNDEAD

Armor

  • NORMAL - SHADOW
  • ELEMENTAL - PIERCING
  • FIRE - SHOCK
  • POISON - FREEZE
  • STUN - CURSE

So let's say for example I use a random mod 2 ticket and get dmg vs gremlin low and ASI vh. Consequently I will also receive a dmg decrease vs beast low and universal damage decrease vh. Had I used a special mod I would have been able to pick which specific mod I wanted.

About CMSI: this stands for charge movement speed increase. Basically, while your weapon is charged/charging, your movement speed will be increased. This is especially good for things like BAB where you walk extra slow while charging.

Sat, 12/07/2013 - 21:32
#1
Gunnerific's picture
Gunnerific
CMSI

It's basically the normal MSI we ussualy get from merc suits, both jelly and demo.

AND -1, Uvs are meant to be random... even if it comes with a debuff.

Sat, 12/07/2013 - 21:49
#2
Exerpa's picture
Exerpa
You want some measure of

You want some measure of control over UV's?
What you want is a socket-able system like some other RPGs have. Imagine dropping up to 3 Krogmo trinkets into your sword, but I doubt it could happen without influencing the unbind costs.

Sun, 12/08/2013 - 20:26
#3
Sandwich-Potato's picture
Sandwich-Potato
Nope.

Your mods thing makes no sense. Why is Normal and Shadow paired? Why Stun and Curse? Slime and Construct? Gremlin and Beast?

Your Punch modification is also faulty. It's SUPPOSED to be random, not Pay to Play. Now all the millionaires in the game will have even MORE overpowered 3 variant gear.

-1. If you needed me to say that.

Sun, 12/08/2013 - 21:01
#4
Draycos's picture
Draycos

I'm just gonna leave this here: a thread I made that's surprisingly similar to this one. Partially.

I had the same system of 'get some, lose out on some' and eventually decided that it wouldn't do what I wanted it to, because if you have a check/balance system that works with parallels, there are weapons that would have all the bonuses of one side with none of the penalties of the other side. That and I got sick of people saying silly things. Hence the graveyarding.

Also, anyone who says 'this would make the game more pay to play' has no idea what they're talking about. It'd make UVs more approachable for people who don't spend hundreds and would cut out the boltscrap that is RNG.

I'm all for making the gap between whales and minnows as tiny (or at least as consistent) as possible. This just isn't the way to do it.

Mon, 12/09/2013 - 07:48
#5
Coelydragon's picture
Coelydragon

@demotastic
No, CMSI is to counter the negative moving speed of charging. Any bomber should know what I'm talking about.

@Sandwich-potato
Normal and shadow: FSC
Stun and curse: lumber/trojan weakness or curse weakness
Families: using a weapon of the appropriate damage type would buff it against one family and nerf it against a neutral family, making it more specialized.
The reason I decided to take out the random is because it has a counter-buff. Crafting gives purely randomly without a counter-buff.

@Draycos
Sorry, never saw that thread. Anyways, the way I see it, picking your own mod will probably give you massive damage and ultra slow speed or vice versa, or fast charge time but more danger walking around or safer charging but longer.

Mon, 12/09/2013 - 07:53
#6
Hexzyle's picture
Hexzyle

No, CMSI is to counter the negative moving speed of charging. Any bomber should know what I'm talking about.

Except that movement speed modifications are linear so MSI does this exactly, with the added benefit of increasing movement speed even when not charging a weapon.

Mon, 12/09/2013 - 19:13
#7
Coelydragon's picture
Coelydragon
@HexZyle

I figured charging was a critical point in combat. What do you suggest as a counter-buff then?

Tue, 12/10/2013 - 06:58
#8
Hexzyle's picture
Hexzyle
@First person to capitalize my name correctly

I don't really agree with your suggestion, I was just giving you a little information on that.
The issue with this is, no-one would ever choose the family bonuses, since ASI and CTR are far superior in the way that they are useful against all monsters. Not only do they increase damage by allowing the user to combo faster, they also make it easier for the user to dodge or block since each attack or charge is finished earlier.

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