Because of the randomness of drops and mats and the amount of time you need to gather mats for multiple upgrades for multiple modules for multiple ships, i don't think there should be any RNG while creating the upgrades itself.
What do you think?
I know that's discussed 100 times, but i didn't found a poll over the three possible solutions.
1. As it is... all random stuff and you have to try 100 times to optimise the outcome
2. Fixed values for the upgrades
3. Sliders, so the Player can choose the strength of an effect at the cost of negative effects. (my preference)
My thoughts for option 3:
The class of the upgrade could set the range within the player can move the values and it could differ in the cost of negative effects.
There could also be a non linear dependency in the negative side effects. For example: the last % of jump range could cost more heat or boot time that the first %.
The new features of weapons or other stuff could come with a larger cost of selected negative side effects.
What do you think?
I know that's discussed 100 times, but i didn't found a poll over the three possible solutions.
1. As it is... all random stuff and you have to try 100 times to optimise the outcome
2. Fixed values for the upgrades
3. Sliders, so the Player can choose the strength of an effect at the cost of negative effects. (my preference)
My thoughts for option 3:
The class of the upgrade could set the range within the player can move the values and it could differ in the cost of negative effects.
There could also be a non linear dependency in the negative side effects. For example: the last % of jump range could cost more heat or boot time that the first %.
The new features of weapons or other stuff could come with a larger cost of selected negative side effects.
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