Instead of us having to gather dozens of random materials, pay ridiculous amounts of credits, and go to one of the 9 people in the galaxy who apparently know how to attach a scope to a rifle:
We should be able to get mods from scavenging and mission rewards.
A couple of examples:
Basically, add random stat mods when out and about so that people can get used to modifying weapons and suits, then make Engineers the way to refine your mods and add experimentals to them (eg thermal rounds on a kinetic weapon's ammo mod, bi-weave experimental on a shield mod)
It would allow players to dip their toes into the mod system without a massive up front grind, encouraging them to explore to find new random roll mods, and offer an alternative gameplay loop that isn't just fetching materials.
Edit:
Counter to varonica's argument about randomisation below.
The mods that drop would have random stats, yes, between a minimum and maximum threshold for their item. But they would have flat improvement upgrades to get them to their maximum stat using Engineers.
Example:
You find a battery mod that gives you +27% extra capacity.
You would be able to take it to an engineer and push it to the +50% the current mod can, for a reduced price.
We should be able to get mods from scavenging and mission rewards.
- Scavenge a POI with weapon crates in, give a chance to discover a weapon mod
- Do a mission, have a reward that is a mod
- Leave engineering for modifying, upgrading and experimental mods.
- Purchase low to medium tier mods from Pioneer supplies, like we can purchase low to medium tier suits and weapons.
A couple of examples:
- A backpack mod that provides a random amount of slots. An engineer can upgrade the backpack mod until it reaches the maximum slots
- A scope mod that provides a random zoom level. An engineer can refine the scope to reach it's optimal zoom.
Basically, add random stat mods when out and about so that people can get used to modifying weapons and suits, then make Engineers the way to refine your mods and add experimentals to them (eg thermal rounds on a kinetic weapon's ammo mod, bi-weave experimental on a shield mod)
It would allow players to dip their toes into the mod system without a massive up front grind, encouraging them to explore to find new random roll mods, and offer an alternative gameplay loop that isn't just fetching materials.
Edit:
Counter to varonica's argument about randomisation below.
The mods that drop would have random stats, yes, between a minimum and maximum threshold for their item. But they would have flat improvement upgrades to get them to their maximum stat using Engineers.
Example:
You find a battery mod that gives you +27% extra capacity.
You would be able to take it to an engineer and push it to the +50% the current mod can, for a reduced price.
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