Mod request: New systems
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Mod request: New systems
I request a mod that adds new systems (Preferably systems that can be manned) . People can post system ideas here, and if i'm lucky, someone can make a mod for it!
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Re: Mod request: New systems
You're totally out of luck.
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Re: Mod request: New systems
new system: Acuarccy Module
Price: 125 scrap
Upgrades:
40 scrap: 4% greater chance to hit
70 scrap: 9% greater chance to hit
110 scrap: 14% greater chance to hit
135 scrap: 17% greater chance to hit
Manning:
Every shot that hits, you gain 1 exp towards acuarccy (out of a total 60) if the weapon has a charge time of below 13 seconds (not counting reloader+weapon manned buff)
weapon recharge time 14-18 seconds 2 xp
weapon recharge time 19+ seconds 3 xp
would not gain xp when beam is fired. (doesn't miss)
Manning level bonus:
Manning lvl 0: 2% greater chance to hit
Manning lvl 1: 5% greater chance to hit
Manning lvl 2: 7% greater chance to hit
Price: 125 scrap
Upgrades:
40 scrap: 4% greater chance to hit
70 scrap: 9% greater chance to hit
110 scrap: 14% greater chance to hit
135 scrap: 17% greater chance to hit
Manning:
Every shot that hits, you gain 1 exp towards acuarccy (out of a total 60) if the weapon has a charge time of below 13 seconds (not counting reloader+weapon manned buff)
weapon recharge time 14-18 seconds 2 xp
weapon recharge time 19+ seconds 3 xp
would not gain xp when beam is fired. (doesn't miss)
Manning level bonus:
Manning lvl 0: 2% greater chance to hit
Manning lvl 1: 5% greater chance to hit
Manning lvl 2: 7% greater chance to hit
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Re: Mod request: New systems
You missed the point of what shark was trying to say. Having ideas for new systems is fine, but new systems cannot be implemented. The game was not designed for that.
At best you can rename existing ones and alter them a bit, but that will affect all ships with the system and may cause balance problems.
At best you can rename existing ones and alter them a bit, but that will affect all ships with the system and may cause balance problems.
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Re: Mod request: New systems
UltraMantis wrote:You missed the point of what shark was trying to say. Having ideas for new systems is fine, but new systems cannot be implemented. The game was not designed for that.
At best you can rename existing ones and alter them a bit, but that will affect all ships with the system and may cause balance problems.
Its a shame but yeah. Still would love to hear awesome ideas for new systems. We can only hope for it in FTL 2
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Re: Mod request: New systems
DauntlessK wrote:UltraMantis wrote:You missed the point of what shark was trying to say. Having ideas for new systems is fine, but new systems cannot be implemented. The game was not designed for that.
At best you can rename existing ones and alter them a bit, but that will affect all ships with the system and may cause balance problems.
Its a shame but yeah. Still would love to hear awesome ideas for new systems. We can only hope for it in FTL 2
I wouldn't start making ideas until they made the sandbox available. Then again, ideas of that kind is what makes the sandboxes grow larger.
@AggShell: you realize shots can't actually miss right? they can only be dodged. so all this system amounts to is a reduce to the enemy's dodge percentage. You can do this by making a fake augmentation and making an event for this but...
Roses are #FF0000
Violets are #0000FF
All of our mods
are belong to you.
Violets are #0000FF
All of our mods
are belong to you.
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- Joined: Tue Feb 19, 2013 2:09 am
Re: Mod request: New systems
shark wrote:Its a shame but yeah. Still would love to hear awesome ideas for new systems. We can only hope for it in FTL 2
I wouldn't start making ideas until they made the sandbox available. Then again, ideas of that kind is what makes the sandboxes grow larger.
I like to cling on to the small hope that the devs read my every post and suggestion. Shhhh don't ruin my ridiculous thoughts. Hopefully they read at least some suggestions and hurry up with a sandbox regardless!!
Another system I thought of: teleportation scrambler. A system that diverts all the teleporting boarding party to that room or causes them to be scattered throughout the ship. Or blocks teleportation altogether while activated for a steep cost in power.
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Re: Mod request: New systems
Ugh, when I said "sandbox" I meant "implementation-specific limitations".
Roses are #FF0000
Violets are #0000FF
All of our mods
are belong to you.
Violets are #0000FF
All of our mods
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Re: Mod request: New systems
As people say, i am not particulary atracted to give ideas to something that will never happen. And if for a miracle the developers say they will update the game and add new things, i dont think new systems will be one of those things. They will add other things before that, and they will make balance improvements before that, and modding improvements before that.
I will propose other things before new systems, like shield management (to be allow to redirect the shield to any quadrant of the ship to protect targeted systems, of course this will need to change the way the game handles targeting and shield management).
If i want suggest another system, it will be something related with hull plating, like Armor system, for example. U can add power to armor system to improve hull armor. And that will be a great defense against hull weapons, for example.
I will propose other things before new systems, like shield management (to be allow to redirect the shield to any quadrant of the ship to protect targeted systems, of course this will need to change the way the game handles targeting and shield management).
If i want suggest another system, it will be something related with hull plating, like Armor system, for example. U can add power to armor system to improve hull armor. And that will be a great defense against hull weapons, for example.