- Joined
- Dec 10, 2017
- Messages
- 205
- Reaction score
- 176
INTRODUCTION
With the release of Power 2.0, most of the effect modules were disabled, making them fairly useless at this point. The current weapon slaving system has its own limitations, with only a few options for weapon customization. Once the new weapon update comes in, a lot of aspects regarding weapons are going to be changing. I propose that one of these changes be the weapon customization system.
BASIS
My proposal utilizes the weapon computers (or possibly a new computer) to create an interface for weapon customization that draws inspiration from Reactor Chambers. However, this system will not require chamber blocks or use a tree system for the upgrades. Instead it will just use the computers.
COST
The first issue that should come to mind is cost. How is the game going to prevent players from obtaining super powerful weapons right from the get-go? Instead of requiring large-scale block placement, I came up with the idea to compress the system into an internalized storage system within thecomputers individual weapon modules. The number and type of items you store in the computer have available in your inventory determines what upgrades you can make.
ITEM CONSUMPTION
Each upgrade option will require a specific number and combination of items in order to be used, which will scale up proportionally to the number of weapon modules linked to the computer. This will, of course, likely require the addition of new items to the game in order to accommodate the feature. Upon selecting the option, the items required for its activation are "consumed." However, these items are not permanently lost, as they return to your inventory upon removal of the upgrade.The exception to this is on the occasion that the computer is destroyed. Should an upgraded weapon computer be destroyed, all consumed items are lost (makes for a neat penalty that prevents instant replacement of the computer). Thanks to NeonSturm, I now have a better option for the item storage. Instead of placing the items in the weapon computer and then consuming them for the upgrades, the items will be directly taken from the player's inventory and stored in the individual weapon modules. Then, upon destruction of those weapon modules, the items stored in the modules for the upgrades are permanently lost.
INTERFACE
The weapon upgrade interface will likely appear in the form of a list of icons, colored green or red to indicate whether item and available space requirements (discussed later) have been met, each of which with the following information appearing upon highlight: upgrade name, upgrade description, current level, max level, item cost per level, present amounts of required items. Each icon will also have a number in the bottom right corner of it to indicate the current level of that upgrade, with an absence of a number indicating no upgrade.
UPGRADES
The upgrade options would all be individual features, as opposed to the Weapons 1.0 bundled stat changes. The options would be things like "Increased Primary Damage" (to increase the damage amount of the weapon's main damage type) or "Multiple Projectiles" (I'll be mentioning this again a little later). There will also be various technical upgrades such as "Increased Projectile Speed" and "Decreased Recharge Time," as well as adaptations of the effect modules' functions.
CHANGING DAMAGE TYPE
There will also be some interesting new upgrades that stem from the introduction of damage types: repurposed damage. Basically, this new system would give the player the ability to re-allocate the type of damage a weapon causes. This would, of course, be within certain limits to prevent the player from just firing three sets of missiles that each do massive amounts of one of the three types of damage. My assumption is that the maximum re-allocation would fall around 20% of the main damage type's damage value. Whether or not this re-allocation will scale with damage upgrades, I am not sure.
LOCK-ON AND HEAT-SEEKING
In addition to the damage re-allocation, I also would like to separate some of the linked traits of weapons, mainly the lock-on and heat-seeking functions. First, the lock-on function will be separated into probably three levels, which will be mild homing, moderate homing, and then full-on homing. This would open up more options for other upgrades as opposed to always getting full lock-on. And then comes heat-seeking. Heat-seeking is nice with the swarmer missiles, but I feel it might be nice to have this option with single missiles as well (just for the fun of it). I also like the idea of traditional lock-on swarmers. So separating the heat-seeking function (which will also be separated into three levels and need to be mutually exclusive to lock-on) from the swarmer function would also be a nice change in this new system.
CAPACITY AND BALANCING
Lastly comes the balancing portion of my proposal, which will be the most difficult part to carry out. This is where the system is most like Reactor Chambers in that it has a set capacity, which is taken up by the addition of the upgrades. The Upgrade Capacity cost of each upgrade will need to be heavily reworked to find a good balance for the final system, and will definitely need a lot of feedback from the community, but if all goes well, this system could possibly become a huge improvement on Weapons 1.0 combat. The key to this is that there is no possibility for a capacity upgrade, so once you reach 100% there is no going over. The purpose of this is preventing exploits, because we don't want crazy people flying around with ridiculously-upgraded weapons that deal max damage at max speed with minimum recharge time and full lock-on capabilities. Like the chambers, the purpose of this is SPECIALIZATION, not the ability to upgrade as much as you can. If there is not enough space left for an upgrade, you will be unable to add or level up the upgrade.
CLOSING NOTES
I'm putting a lot of thought into this suggestion, and I want as much relevant and constructive feedback as I can get, because this could play out incredibly well if done properly. Please feel free to comment.
With the release of Power 2.0, most of the effect modules were disabled, making them fairly useless at this point. The current weapon slaving system has its own limitations, with only a few options for weapon customization. Once the new weapon update comes in, a lot of aspects regarding weapons are going to be changing. I propose that one of these changes be the weapon customization system.
BASIS
My proposal utilizes the weapon computers (or possibly a new computer) to create an interface for weapon customization that draws inspiration from Reactor Chambers. However, this system will not require chamber blocks or use a tree system for the upgrades. Instead it will just use the computers.
COST
The first issue that should come to mind is cost. How is the game going to prevent players from obtaining super powerful weapons right from the get-go? Instead of requiring large-scale block placement, I came up with the idea to compress the system into an internalized storage system within the
ITEM CONSUMPTION
Each upgrade option will require a specific number and combination of items in order to be used, which will scale up proportionally to the number of weapon modules linked to the computer. This will, of course, likely require the addition of new items to the game in order to accommodate the feature. Upon selecting the option, the items required for its activation are "consumed." However, these items are not permanently lost, as they return to your inventory upon removal of the upgrade.
INTERFACE
The weapon upgrade interface will likely appear in the form of a list of icons, colored green or red to indicate whether item and available space requirements (discussed later) have been met, each of which with the following information appearing upon highlight: upgrade name, upgrade description, current level, max level, item cost per level, present amounts of required items. Each icon will also have a number in the bottom right corner of it to indicate the current level of that upgrade, with an absence of a number indicating no upgrade.
UPGRADES
The upgrade options would all be individual features, as opposed to the Weapons 1.0 bundled stat changes. The options would be things like "Increased Primary Damage" (to increase the damage amount of the weapon's main damage type) or "Multiple Projectiles" (I'll be mentioning this again a little later). There will also be various technical upgrades such as "Increased Projectile Speed" and "Decreased Recharge Time," as well as adaptations of the effect modules' functions.
CHANGING DAMAGE TYPE
There will also be some interesting new upgrades that stem from the introduction of damage types: repurposed damage. Basically, this new system would give the player the ability to re-allocate the type of damage a weapon causes. This would, of course, be within certain limits to prevent the player from just firing three sets of missiles that each do massive amounts of one of the three types of damage. My assumption is that the maximum re-allocation would fall around 20% of the main damage type's damage value. Whether or not this re-allocation will scale with damage upgrades, I am not sure.
LOCK-ON AND HEAT-SEEKING
In addition to the damage re-allocation, I also would like to separate some of the linked traits of weapons, mainly the lock-on and heat-seeking functions. First, the lock-on function will be separated into probably three levels, which will be mild homing, moderate homing, and then full-on homing. This would open up more options for other upgrades as opposed to always getting full lock-on. And then comes heat-seeking. Heat-seeking is nice with the swarmer missiles, but I feel it might be nice to have this option with single missiles as well (just for the fun of it). I also like the idea of traditional lock-on swarmers. So separating the heat-seeking function (which will also be separated into three levels and need to be mutually exclusive to lock-on) from the swarmer function would also be a nice change in this new system.
CAPACITY AND BALANCING
Lastly comes the balancing portion of my proposal, which will be the most difficult part to carry out. This is where the system is most like Reactor Chambers in that it has a set capacity, which is taken up by the addition of the upgrades. The Upgrade Capacity cost of each upgrade will need to be heavily reworked to find a good balance for the final system, and will definitely need a lot of feedback from the community, but if all goes well, this system could possibly become a huge improvement on Weapons 1.0 combat. The key to this is that there is no possibility for a capacity upgrade, so once you reach 100% there is no going over. The purpose of this is preventing exploits, because we don't want crazy people flying around with ridiculously-upgraded weapons that deal max damage at max speed with minimum recharge time and full lock-on capabilities. Like the chambers, the purpose of this is SPECIALIZATION, not the ability to upgrade as much as you can. If there is not enough space left for an upgrade, you will be unable to add or level up the upgrade.
CLOSING NOTES
I'm putting a lot of thought into this suggestion, and I want as much relevant and constructive feedback as I can get, because this could play out incredibly well if done properly. Please feel free to comment.
Last edited: