THIS ^^Player controlled silders is how I originally imagined it would be, and it's how I'd prefer to have it. The RNG also is a bit too similar to gambling (this is basically just a fact at this point), and there's a reason why it's illegal in most places...
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.
for real????Kinder Surprise is illegal in the USA![]()
I'm German and not a native English speaker... though i don't how you "feel" my textEver heard of the terms 'leading question' & 'loaded words'?....'thought not!
http://www.independent.co.uk/life-s...urprise-eggs-illegal-in-the-usa-10055273.htmlfor real????
That's the reason i would like to see sliders with exponential negative side effects for the maximum positive attribute.- With RNG, there is a long-lasting incentive to keep playing (even with an advanced commander). There will be always the chance to get an (even slightly better) result.
This.RNG!
- A bad RNG roll can be tried again - a good one will last "forever".
This. ...
I imagine it could be really cool to tune your modules while playing with sliders...
"Ah just 1 more % jumprange... uh... so hot, so hot... ok i can live with a bit more boot time so it can run a bit cooler... *tinker tinker*...
And with better standing with the engineers the options for the slides get more range and less negative effects.
The access to special effects could still be only open to higher standings.
How about giving the player a completely free interface to play with the values of positive and negative effects within ranges and these values decide which materials you need to make it real.
The better the upgrade in terms of positive and negative effects, the higher the amount and quality of mats should be.
And for special effects you need special rare mats or items.
The gameplay would look like... visit the engineer... tinker your wishes... the engineer says: "i could do that, but i need bla bla bla"... get the recipe downloaded to your ship and go hunting, gathering etc.
Please, don't quote me to make your point. Our positions are not compatible.
When they keep full RNG, why not making a new roll over an already modded module (or multiple rolls if you have the mats) forced to make it slightly better / less worse each time asymptotic to the max value.
The grind would make more sense and you not have the risk of a frustrating new roll with absolutely no benefit.
If you mod a module 10 times you should be really close to the max best outcome, which is absolutely ok in terms of fairness and balance.
If an awesome RNG roll without the "threat" of failure?
=> Whenever you'll look at this one, awesome "wow"-equipment, you'll know that this is something special and a reason of rejoice! Droping RNG will steal this feeling from us and the game would be poorer because of it!