Sub-Modules

Want to pitch an idea of the latest gadget that should be added to ships? Maybe you have an issue with ship balancing? This is where to post!
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NiteHawk
Game Developer
Posts: 198
Joined: Sun May 29, 2011 2:34 pm

Sub-Modules

Post by NiteHawk » Fri Aug 05, 2011 5:57 pm

This was a original topic.

The idea was to have sub-modules. Each module could have up to a standard of 3 sub-modules. This would mean that no ship would be the same either, and it would give some nice extra perks on ships.

For example, a Shield that has 3 submodules.. Some submodules could be:
-Extra shield capacity
-Extra shield recharge boost
-Extra shield absorbing on a specific type

Stackable of course.

The problem first off was its a pain to modify ships, but that will be rectified as we will be adding 'saving ships configurations', up to 10 ships total!

NiteHawk
Game Developer
Posts: 198
Joined: Sun May 29, 2011 2:34 pm

Re: Sub-Modules

Post by NiteHawk » Sun Aug 07, 2011 3:20 pm

Yes ;)

I also had the idea that the 3 races would have different default modules too.

For example, Drengins could have lesser shields but heavier weapons, and also are great cloaker. They would probably have larger power capacities, but slower recharge for there reactors, which is great for hit/run.

Arceans could have faster ships (including better jump), some nicer lasers, better armor, better sensors, etc. General modules improved. Power capacities would be faster recharges, but less power capacity overall.

Terrans can be the middle balance for power. They'd have better shielding, and tougher hull. They'd be the middle man for most things.

.. Stuff like that :)

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