View Full Version : Stackable Modules
TheRagingGerbil
2003-11-11, 04:26 PM
Since modules are now going to share their benefits through linked bases, I was think about the benefits of allowing their effects to stack. THis would mean you would be able to put multiple modules of the same type in the same base, or spread them our amongst latticed bases. The affect would still be the same. An empire would be limited to 4 modules of each type per continent.
1 pain mods - covers the gen rooms
2 pain mods - gen's + spawn's
3 pain mods - gen's, spawn's, cc's
4 pain mods - gen's, spawn's, cc's, & backdoor
1 health mod - 10% boost
2 health mod - 20% boost
3 health mod - 30% boost
4 health mod - 40% boost
1 speed mod - 10% speed increase, 10% spawn decrease
2 speed mod - 20% speed increase, 20% spawn decrease
3 speed mod - 30% speed increase, 30% spawn decrease
4 speed mod - 40% speed increase, 40% spawn decrease
1 equipment mod - AT handheld weapons
2 equipment mod - AT Crystals form (health, armor, weapon crystals sprout up)
3 equipment mod - Base turrets upgraded to AT turrets
4 equipment mod - AT teleport pads or ziplines form between lattaced base.
1 vehicle mod - AT vehicles, 10% reduction in vehicle timers
2 vehicle mod - AT vehicle crystals sprout up in CY, 20% reduction in vehicle timers
3 vehicle mod - Additional AT vehilce bay spawns in the CY, 30% reduction in vehicle timers
4 vehicle mod - AT Vehicles slow recharge inside SOI, 40% reduction in vehicle timers
1 shield mod - main gate shields
2 shield mod - back door shield
3 shield mod - dome shield over the courtyard(tops of the wall would still be open)
4 shield mod - back doors completely sealed
Obviously some of these would take a little work to do, but for the most part it could be implemented without much of a headache. What are your thoughts?
Queensidecastle
2003-11-11, 04:30 PM
I cant imagine Sony allowing them to stack. Of course anything is possible
EarlyDawn
2003-11-11, 04:32 PM
Please, for the love of God, crosspost this to the official forums. Great idea.
Where did you read about distributed module abilities, though?
Edit:
Oh yeah, and
4 equipment mod - AT teleport pads or ziplines form between lattaced base.
OMFG. So good. Just make them ziplines please.
TheRagingGerbil
2003-11-11, 04:39 PM
Patch Notes:
Gameplay Adjustments
* The Cavern Rotation Timer has been adjusted to 3.5 hours.
the zoom level on mini map will no longer reset when caverns rotate.
* Dynamic Warpgate links have been changed. Now 4 continents are linked to each active cavern.
Server limits number of dropped stasis boxes correctly again
* Installed module benefits propagate through Lattice Links like Facility Link Benefits.
* Lattice links from inactive caverns will no longer remain active
* References to the "Stasis Box" have been changed to Non Powered Module.
* The Stasis Building has been renamed Module Building.
* Some missing tooltips have been added.
* The Flail's down angle of fire has been reduced so it can't hit targets very close to it.
Bug Fixes/Performance
* Fixed certain client crashes.
* Killing somebody in a Flail or Router will now assign the correct kill statistic.
* Some framerate optimizations that apply in dense combat.
* Router telepads are no longer deployable on walls.
* Vehicles should no longer get launched into the air when they hit players.
* MAX jumps will no longer place characters inside of objects or make them accelerate and high rates of speed.
* Mounting on the Switchblade on the right side will no longer warp and avatar to the left side.
* Players are able to board HART consistently again.
* Fixed an issue that prevented vehicles from being created correctly at the vehicle terminals.
* Hair on certain female avatars will no longer show through when driving a Skyguard with wheels turned all the way to the left.
*Edit: Just saw some more notes...
Bug Fixes
* Tracer effects should appear properly again.
* Players are able to install modules at facilities that are linked to facilities with modules installed.
* The correct text will appear when a player tries to install a module in a facility that is linked to another facility with that module already installed.
Veteran
2003-11-11, 04:51 PM
Awesome idea. Truly awesome. Sounds like it would make CC finally worth it.
EarlyDawn
2003-11-11, 04:51 PM
Yeah, just went back and read that. Thanks for the quote though.
But fellow, if they implemented your idea and linked ziplines across the continent, I would be giddy, to say the least. Those equipment modules would be my first priority.
Ait'al
2003-11-11, 04:52 PM
You dont have to have 4 for each.
They could vary. 3 for the sheilds one. Rearange those benefits through the three and make them individual so you can choose.
4 for the pain life speed ones(how they are now). Since it more useful to have more of those modules. Stacking like you said.
The weapons could be specific ones in stead of needing all of them to get the stuff. And have 3(how they are now). I dont realy see the need for a zipline between bases. its kinda overkill and eliminates usefullness of vehicles on hte surface.
And the vehicles ones would be cool like how i just stated the the weapons but oriented on vehicles, whatever the needed amount of modules is. But with a stacked decrease in wait time with each one no matter which ones you get. IE you ahve the x an y ones you get 20 percent off of it just as if you had z and w. And if you need 5 modules to cover all the things youd need a vihicle module for then it could go to 50%. Or 30 if there are only 3 different vehicle modules in hte game.
EarlyDawn
2003-11-11, 04:54 PM
Is that patch live yet?
Madcow
2003-11-11, 05:14 PM
Ziplines between bases is a great idea, it will make combat engineers pretty happy. Just run along the zip line dropping spitfires and watch your kills rack up.
Queensidecastle
2003-11-11, 05:48 PM
Ziplines between bases is a great idea, it will make combat engineers pretty happy
Router? I know it doesnt have that much distance, but almost and anyways, ziplines to bases would invalidate the router and the reason someone gets the ATV cert
ZionsFire
2003-11-11, 06:34 PM
But ziplines cant be placed inside bases.
Doppler
2003-11-11, 06:36 PM
No and no, it'd be ziplnes between friendly linked bases, so in essence it'd allow you to jump back along your supply line to a base you already own, (something i've always felt you sohuld have been able to do by deconstructing)
Edit:was reffering to queen
Queensidecastle
2003-11-11, 06:38 PM
Right but that still lowers the value of Routers, certainly the reason people get ATV certs and even the point of Matrixing
NoSurrender
2003-11-11, 06:44 PM
Gerbil I love that!!!!
Doppler
2003-11-11, 06:47 PM
Right but that still lowers the value of Routers, certainly the reason people get ATV certs and even the point of Matrixing
I disagree simply because the distances were talking about a router really cant cover anyway.
EarlyDawn
2003-11-11, 07:12 PM
I disagree simply because the distances were talking about a router really cant cover anyway.I concur. And I am primarily a router user.
Rayder
2003-11-11, 08:18 PM
Ziplines to friendly linked bases would only be able to be used by agile armor and less because of the decreased stabibility of the lines being away from the AT superstructure of the caverns which generate an aurora of pure energy that powered the ziplines. Only like, 10 or 15 people would be allowed on the ziplines due to the above mentioned reason.
SkunkPunk
2003-11-11, 10:44 PM
if u got 3 pain mods, it would be unbelievably hard to hack a base... but otherwise :cheers:
I was thinking about a pain mod in the CC :D
You'd need a hacker, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is being healed by a medic, who is outside the area of the pain field.
Tough, eh?
Motorhead
2003-11-12, 08:10 AM
I like this idea a LOT :D
Bad Mojo
2003-11-12, 09:03 AM
This is an amazingly good idea. There's only one problem, IMO. 75% of the people playing will just get confused.
TheRagingGerbil
2003-11-12, 12:53 PM
God forbid the typical PS'er would have to stop and think for a second...
Strak
2003-11-12, 02:10 PM
If they stop and think I can shoot em.
But after all they just renamed statis module to unpowered modules cause I guess it was to confusing the way it was???
Sheild across the back door? woo, I rarely see vehicles pounding the back door and since we go in on foot I can't see this being remotely useful.
I think The linked beneifts might be a little much as it is. I have been at sheilded bases which are very defensible. But who knows maybe they were because the modules where there. Now covert-ops might be even scarier when the base down south away from the front loses it's gens and everyone loses sheilds...uh oh.
I haven't played with them yet though so who knows how bad it really will be.
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