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Module Concerns & Ideas

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13 years ago
#1
I've been toying around with the idea of using High Density Plating but found it to be rather costly than beneficial.

While the Health Bonus is good, (not great) it doesn't live up to the module slot itself.
- This Module alone requires one additional module to be equipped.
- This Module also reduces the speed of the already slow Commander unit, to negate this loss, another module must be spent.
- The health gain is good, though plating implies damage reduction than health.

Solutions
- Ablative armour could increase health by 10% and reduce damage from energy based weapons by 10%
- High Density armour could increase health by 20% and reduce damage from kenetic based weapons by 10% (requires ablative armour)

Energy weapons would include, lasers, tachyon beams, fire etc
Kinetic weapons would include missiles, EMG, Torpedos, EOS, etc.

#2
Autorepair seems a bit silly as it doesn't scale with other modules or commander level. Scaling is very important when customizing a character, in this case the unit. This module is very distasteful due to it's low low repair rate, which is completely ignorable compared to High Density Armour. Removing the flat modifier and applying these to the module would make it far more interesting

- While in combat, the Commander regenerates 0.5%+1 of it's Max health every second.
- While outside of combat, the commander regenerates 2% of it's Max Health every second.
- While nanolathing, all regeneration of the commander's health is reduced to 0%.

Ofcourse reducing the ammount of repair modules to the commander would be a good idea to say about 2 max?

#3 Servoes needs an additional effect which can be useful in alot of situations.
When a commander is dropped from a transport, it litterally dies, and is really shame for those early game who are busy microing their units when a heavy transport arrives or more and picks up the commander. Servoes could reduce the fall damage of the commander by a percentage aswell as giving it a speed boost.

#4 Sunburst Cannon, needs a secondary effect, it's a weak version of Dgun or is pretty much a short range Sniper Rifle, aswell again dealing less damage. Suggestions on this is as follow's below.
- Added EMP effect, Short duration, a get away ability?
- Piercing shot, that blasts through multiple targets?
- Fire trail, Leaving a fire trail in the path of the blast with super heated plasma, which lingers for a while.
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13 years ago
Sorry about the multiple post, bit dodgey lag going on as per usual :) Ignore the other posts and eye up this one.
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13 years ago
It required one addition module to be equipped? I'm pretty sure it only requires AA to unlock not to use. At least it should.

As for armour types we are not going there. If the fluff annoys you it can always be changed. Although to some extent the HP of a unit approximates their armour.

25% can be a lot of HP. It is 1800 for Battlecomm and 1500 for Strikecomm when they are at level 4. I think this is reasonable, say if you stacked 3 at level 4 you have a massive HP increase. Sure it would be expensive but HP is quite powerful, it allows you to retreat and live.

Autorepair does stack with HP in a sense. During battle it gives you extra hp equal to (repair rate)*(battle time), with more base hp battle time is longer.

I think Servos are ok too. Speed is a dangerous stat to increase from a balance point of view as you could make a commander that outranges and out runs many things which turns him into a 1 unit army. This is not what I want.

As for Sunburst I haven't checked the balance but at a glance it does not look too bad. It has significantly more range than Disintegrator and more DPS than Pulsed Particle Projector (which is what I assume sniper rifle is). So it does not look completely useless.
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13 years ago
[It required one addition module to be equipped? I'm pretty sure it only requires AA to unlock not to use. At least it should.]

Yeah that's what I mean't. The movement reduction + required equipment slot is quite a drop for it's health, It's as useful as not having High Density Armour, providing little benefit. 1600 health with 10% reduction pretty much negate each other when retreating.
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13 years ago
1600 HP costs:
475 metal for HighDensityPlating
200 metal for HighPowerServos
2 slots

1200 HP costs:
350 metal for the 2 AblativeArmorPlates
2 slots

the personal shield ( 0 e over time ) provides 1000 charge and 12 /s reload.


It's very unbalanced
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13 years ago
> It's very unbalanced
Sure it is, if you had infinite slots and could build infinite commanders.
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