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Old 2003-12-13, 02:54 PM   [Ignore Me] #1
Unknown
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Combining modules


Right now, it seems each individual module isn't really worth much. It isn't worth the effort heading all the way into the caverns to pick up a module, charge it, then head all the way back to a surface base to install it; much less worth the effort for another team to try to stop the module runner. So what if they combined the 6 modules into 3 or so?
  • AT Production Module - Allows purchase of AT equipment and vehicles at linked bases.
  • Defense Module - Pain fields and shields at linked bases.
  • Support Module - Speed and health benifits at linked bases.
6 modules just seems too reduntant, and somewhat weak per module. I feel that in general, this would give more incentive for each trip into the caverns. With more people wanting to go to the caverns, it might even increase the size and frequency of battles in the caverns as well. What do you guys think?
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Old 2003-12-13, 06:41 PM   [Ignore Me] #2
Cauldron Borne
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I agree, they DO seem a bit redundant. I haven't played in a while, do even get exp for installing a modual? If you don't then that would be a good incentive, too.
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Old 2003-12-13, 10:41 PM   [Ignore Me] #3
Flammey
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Well, with the LL incentive, Modules DO become increasingly more powerful. But it's just like any base incentive, where they can be cut off by cutting the link. To be honest, now that mods can be turned off by a hack, they are not all that useful.
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Old 2003-12-13, 11:32 PM   [Ignore Me] #4
Chaaos
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I agree with you on that. I don't have Core Combat so its not like I'm the one who has to hoof it down to pick up the mods and bring em back. Do you get exp for doing it? If you dont it kinda seems like a selfless act.

Vehicle mod. Ok you pay money for the expansion to use these new vehicles... but they arent standard... you have to go get a mod bring it to a base to even get them. Thats kinda alot of work for stuff you wont use on a standard basis.

Shield mod is cool but its only on the wall gates. There are generally only 2 of these per base. What if the shield was a dome over the whole facility? Kinda overpowering the defense but would still protect you from a libby flying over and blowing the hell out of your defenses.

Pain mods... um.. i dont remember these becoming a huge problem in my short experience in PS yet.

Speed mod. I love this mod, since im still new and i die alot... (due to the frequency of your death your spawn time has increased 5 seconds) damnit!!! Nice but not critical.

Health mod. Um... ok so now i have 120 hp instead of 100 and i regen HP naturally. Nice but not critical.

Equipment mod. Same as vehicle mod. who uses AT weapons? I think ive seen one malestrom once but thats about it.


Consolidating these would be an awesome idea IMO.
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Old 2003-12-14, 01:48 AM   [Ignore Me] #5
FightForFreedom
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I'd like it. I'm sure most won't agree, but I think that you're right. It's just too much of a hassle getting those modules. If they were combined, they would actually be worth the effort.
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Old 2003-12-14, 02:41 AM   [Ignore Me] #6
TeraHertz
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Originally Posted by Unknown
Right now, it seems each individual module isn't really worth much. It isn't worth the effort heading all the way into the caverns to pick up a module, charge it, then head all the way back to a surface base to install it; much less worth the effort for another team to try to stop the module runner. So what if they combined the 6 modules into 3 or so?
  • AT Production Module - Allows purchase of AT equipment and vehicles at linked bases.
  • Defense Module - Pain fields and shields at linked bases.
  • Support Module - Speed and health benifits at linked bases.
6 modules just seems too reduntant, and somewhat weak per module. I feel that in general, this would give more incentive for each trip into the caverns. With more people wanting to go to the caverns, it might even increase the size and frequency of battles in the caverns as well. What do you guys think?

Bad idea. as it is, less than a single squad can extract all six modules in less than 10-15 minuites.

To do this it gets more significant forces into the caverns, which would attract further forces to counter. What you suggest would see more of the ass hole infils i hate so much pulling out whatever they please unhindered.
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Old 2003-12-14, 02:59 PM   [Ignore Me] #7
Cauldron Borne
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Unhindered? What do you mean unhindered? The Infl is the least loved guy in the game, every1 can easily kill him, and there are WAY to many ways to get him now. I think it is fine that they get to do some stuff that doesn't equal instatant death.
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Old 2003-12-14, 03:09 PM   [Ignore Me] #8
Black
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Chaaos since you are still new to PS ill tell you that the equipment module doesnt just let you get your AT stuff it shortens the time for you to get a MAX and that goes the same with veh mod as well it shortens the time for vehs as well
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Old 2003-12-14, 03:22 PM   [Ignore Me] #9
Chaaos
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Originally Posted by Black
Chaaos since you are still new to PS ill tell you that the equipment module doesnt just let you get your AT stuff it shortens the time for you to get a MAX and that goes the same with veh mod as well it shortens the time for vehs as well
Ah well im just going by the info on PSU. I knew that the equipment/vehicle mods shortened reuse time of vehicles and max units but the AT part i didnt know... since i don't have CC. Maybe I misunderstood the "allows the purchase" part.

Equipment Module
Allows the purchase and capacitor recharging of the Ancient-Tech weaponry: Maelstrom, Spiker, and Radiator.

Vehicle Module
Allows the purchase, repair, and capacitor recharging of the Ancient-Tech vehicles: Router, Flail, and Switchblade.
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Old 2003-12-14, 07:19 PM   [Ignore Me] #10
Black
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think they forgot to add that in
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Old 2003-12-14, 07:23 PM   [Ignore Me] #11
Chaaos
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No it's there i was just mentioning the "allows the purchase" part... i left out the time thing on purpose.
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Old 2003-12-14, 07:28 PM   [Ignore Me] #12
TeraHertz
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Originally Posted by Cauldron Borne
Unhindered? What do you mean unhindered? The Infl is the least loved guy in the game, every1 can easily kill him, and there are WAY to many ways to get him now. I think it is fine that they get to do some stuff that doesn't equal instatant death.

Have you been in the caverns? The cloakers foot speed and longer surge capabilites + ziplines make him a hard man to catch up with. Combined with the fact to get away from anyone you just jump off the nearest cliff, the cloaker is one of the best module extractors. All he has o do is make it to the geowarp, and call for a pickup.
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Old 2003-12-14, 08:11 PM   [Ignore Me] #13
Cauldron Borne
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Actually, no, I haven't been in the caverns. I don't own CC. Well, then in that case, good for the infl, they needed a place to shine.
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Old 2003-12-14, 11:12 PM   [Ignore Me] #14
Flammey
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Fuck, in Core, you'll get Infiltrators who will go to a cavern, and just sit there and wait, till a NME comes along, then they will try to wreck havok. Personally, I couldn't just sit in one place for hours on end, just waiting for an NME to drop by and say hi.
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Old 2003-12-15, 12:13 AM   [Ignore Me] #15
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pain mods anger me.
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