Post new topic Reply to topic  [ 28 posts ]  Go to page 1, 2  Next
Author Message
User avatar
Team: Cybernetic Trading Co.
Rank: Councilor
Main: 1-800-USE_THE_FORCE!
Level: 9597

Joined: Sun Aug 28, 2005 6:36 pm
Posts: 2769
Post Introducing Mod Crystals
I would love to have a way to get mods on my gear other then pure luck. I suggest adding a whole new zone similar to the mausoleum and infernal darkness. Big bank tough bosses who rarely drop stuff. The drops would be mod crystals, different color crystals each representing a different mod (red - evil, green - radio etc). Now you would need to collect at least 10 of the same one to then turn them in for a chance to mod your gear. This way it's pretty difficult to get modded gear but at least now it's not just based on luck.

_________________
"I still miss the Crack Whores..." - Jeff_L


Sat Jan 12, 2013 5:47 am
Profile
User avatar
Team: The Originals
Rank: Operator
Main: Lol imra15
Level: 668

Joined: Thu Jun 30, 2011 9:30 pm
Posts: 1389
Location: Unexplainable regions of space
Post Re: Introducing Mod Crystals
Excellent idea. /signed

_________________
Image
keyboard wrote:
Macros your opinions don't matter no offence


Too late I realize my children are me only treasures... Volcom Applicant


Sat Jan 12, 2013 5:49 am
Profile
User avatar
Team: Cybernetic Trading Co.
Rank: Councilor
Main: 1-800-USE_THE_FORCE!
Level: 9597

Joined: Sun Aug 28, 2005 6:36 pm
Posts: 2769
Post Re: Introducing Mod Crystals
Oh another thing i forgot, once you mod something it becomes nurobound.

_________________
"I still miss the Crack Whores..." - Jeff_L


Sat Jan 12, 2013 5:53 am
Profile
User avatar
Main: Prommilypicklesomnomnom
Level: 4704

Joined: Sat Sep 24, 2011 9:41 am
Posts: 873
Post Re: Introducing Mod Crystals
redalert150 wrote:
Oh another thing i forgot, once you mod something it becomes nurobound.

This, I like. Can you use a crystal on something twice? And make sure you can't waste 2 greens on 1 item, or at least double the bonus?


Sat Jan 12, 2013 10:41 am
Profile
User avatar
Main: Septagons Titan
Level: 2312

Joined: Wed Jul 27, 2011 3:37 pm
Posts: 653
Location: Floof
Post Re: Introducing Mod Crystals
I agree that there needs to be some way to get modded gear, but making it exclusively obtainable by high levels is not the way to get. I suggest that in addition to those high shield bosses there be added others that are easier to kill, but give a type of "Minor crystal" that gives a smaller modded bonus.


Sat Jan 12, 2013 12:23 pm
Profile
Member
User avatar
Team: Eminence Front
Rank: Peon
Main: Dindu Nuffin
Level: 3522

Joined: Mon Mar 14, 2011 4:44 pm
Posts: 2156
Location: Californication
Post Re: Introducing Mod Crystals
I really like the NB idea, I think that if it makes your item NB though, it should be slightly easier to obtain

_________________
Death to Pirates!

http://img850.imageshack.us/img850/2103/mutes.jpg


Sat Jan 12, 2013 12:42 pm
Profile
User avatar
Team: Cybernetic Trading Co.
Rank: Councilor
Main: 1-800-USE_THE_FORCE!
Level: 9597

Joined: Sun Aug 28, 2005 6:36 pm
Posts: 2769
Post Re: Introducing Mod Crystals
No for double bonuses but for double mods it could be something like, 5 crystals for the first mod 10 for double 15 for triple.

I don't think these crystals should be easy to get at all NB or not, modded gear is the endgame of endgame!

_________________
"I still miss the Crack Whores..." - Jeff_L


Sat Jan 12, 2013 4:10 pm
Profile
Dev Team
User avatar
Team: Eminence Front
Rank: Officer
Main: Jey123456
Level: 4359

Joined: Fri Sep 24, 2004 11:51 pm
Posts: 3366
Location: who knows ?
Post Re: Introducing Mod Crystals
double bonus / minor bonus etc is impossible under the current mod system (would need to add a completely new "mod" that support more than an on / off flag.

There is also no system in place to "apply" a mission reward to a specific item, so would need to add that (its an extra stage in the mission complete part, which essentially mean new network messages and persona states).

With that added, it would be relatively simple to add a mod reward specified by a mission definition xml.

_________________
One of the first and proud flight controller.
Visit our website: http://www.ef-team.com


Sat Jan 12, 2013 4:40 pm
Profile
User avatar
Main: Time Warp
Level: 3332

Joined: Tue Sep 09, 2008 5:59 am
Posts: 3736
Location: Australia
Post Re: Introducing Mod Crystals
I think it should be two missions at the base for each mod.

2 Evil, 2 Radio etc.

25 Evil Crystals + Item in the mission = 1/x chance of the item being modded. If it fails, item is destroyed.

The second mission:

100 (or higher) Evil Crystals + Item in the mission = 100% chance item being modded.

Then, there should be a series of other, smaller bases around the main base (like with lyceum/acropolis and the 3 close to it) which give the chance for double (which is 50/200 crystals) and tripple (which is 75/300 crystals).

This should be extremely difficult.

Timmeh

_________________
andezrhode2a wrote:
Timmeh is the exception to every rule.
Battlecruiser23 wrote:
/Timmeh!
I mean /signed!
sabre198 wrote:
1. Create C2
2. Time Warp quits
3. New players join
4. ... Profit?!?


Sat Jan 12, 2013 4:43 pm
Profile
User avatar
Team: Cybernetic Trading Co.
Rank: Councilor
Main: 1-800-USE_THE_FORCE!
Level: 9597

Joined: Sun Aug 28, 2005 6:36 pm
Posts: 2769
Post Re: Introducing Mod Crystals
Maybe a mod upgrade item would be easier to add? Still don't know how you would apply it to a specific weapon? But hey, it's C2 anything is possible!

_________________
"I still miss the Crack Whores..." - Jeff_L


Sat Jan 12, 2013 4:48 pm
Profile
User avatar
Team: Cybernetic Trading Co.
Rank: Councilor
Main: 1-800-USE_THE_FORCE!
Level: 9597

Joined: Sun Aug 28, 2005 6:36 pm
Posts: 2769
Post Re: Introducing Mod Crystals
That's to many crystals. Remember were talking the mausoleum and ID drop rates. Imagine trying to get 25 aoh.

_________________
"I still miss the Crack Whores..." - Jeff_L


Sat Jan 12, 2013 4:50 pm
Profile
User avatar
Main: Time Warp
Level: 3332

Joined: Tue Sep 09, 2008 5:59 am
Posts: 3736
Location: Australia
Post Re: Introducing Mod Crystals
redalert150 wrote:
That's to many crystals. Remember were talking the mausoleum and ID drop rates. Imagine trying to get 25 aoh.


Point taken. Well, 5 vs. 25 or somethign like that. So there's a chance the item is destrotyed.

Timmeh

_________________
andezrhode2a wrote:
Timmeh is the exception to every rule.
Battlecruiser23 wrote:
/Timmeh!
I mean /signed!
sabre198 wrote:
1. Create C2
2. Time Warp quits
3. New players join
4. ... Profit?!?


Sat Jan 12, 2013 6:32 pm
Profile
User avatar
Team: White Star
Rank: Director
Main: xXxIrishKnightxXx
Level: 20

Joined: Fri Apr 01, 2011 9:04 pm
Posts: 1580
Location: Equestria
Post Re: Introducing Mod Crystals
I don't like this idea, but i do love the idea similar to this one about Plusonium already suggested by Jeff himself,
We don't need anymore gaps between super endgame and entry endgame.
A system where modifications take extra TIME instead of $$ or POWER(super ubers) will increase player activity and maintain fair distance between engame and entry(e.g. HM and Absent).

_________________
Image


Sat Jan 12, 2013 7:18 pm
Profile
User avatar
Team: Cybernetic Trading Co.
Rank: Councilor
Main: 1-800-USE_THE_FORCE!
Level: 9597

Joined: Sun Aug 28, 2005 6:36 pm
Posts: 2769
Post Re: Introducing Mod Crystals
Bump cause i want to mod my zeus engine!

_________________
"I still miss the Crack Whores..." - Jeff_L


Thu Mar 14, 2013 4:41 am
Profile
User avatar
Team: Star Revolution X
Rank: Peon
Main: Xantra
Level: 2907

Joined: Mon Apr 04, 2005 2:54 pm
Posts: 456
Location: UK
Post Re: Introducing Mod Crystals
The way I'm reading this is, Kill Pain-In-The-Ass Boss X for a chance at rare drop Y, of which you need 10 to get anything useful. It's not exactly doing much to alleviate the random element of modded gear, except instead of needing luck, you'd need luck x10.

_________________
Entendreal Entrepreneur.


Thu Mar 14, 2013 9:12 am
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 28 posts ]  Go to page 1, 2  Next


Who is online

Users browsing this forum: No registered users and 73 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB © phpBB Group.