Unranked Modules [Alien]

I find it insanely stupid that you have to craft entirely new modules every time you rank up past a certain rank in the alien ship. This is insane and is nothing but another grind wall. Make the alien modules unranked for single production. 

I would like to see it but then again theres that op issue that might occur as it always occurs with new stuff.

13 minutes ago, ORCA1911 said:

I would like to see it but then again theres that op issue that might occur as it always occurs with new stuff.

OP ? Why ?

 

They can just have a generic recipe that gives you 3 versions : r5, r10, r15. Easy.

Here it’s just blocking players. Especially when there’s a maximum rank limit. You may loose your mod when upgrading your ship, which is absurd.

Seeing how much it will take to fully level it up and stuff, i would be only ok with a ship i can reequip at any given time for different ranks/tiers for a certain credit cost, everything else is just reinventing the same thing. I just hope it wont be totally imbalanced, thats all.

The plan is that Evolution ships can be adjusted and used on any rank (5-15) with slight adjustments in evolution tree, - you want to take to a T3 tournament = fine, modify your tree to be a rank 9, equip rank9 compatible modules = launch. You want to go to T5 Dread battles - fine, tune your evolution tree, equip rank15 compatible modules = launch.

The tree nodes and modules are unlocked (researched) once, and in module cases then crafted or just purchased, depending on a module type.

In case of Ellidium one ship replaces a whole “classic” ship tree, for example Empire has 10 different free gunships spread through rank 5-15. Now imagine every gunship in a tree is a “Mjolnir” with it’s rank restrictions (not farm wise, but customizability). So basically Thar’Ga (who missed it its a gunship) is exactly that.

Hence the multiple rank versions of modules. On top of that previous ranked module is NOT mandatory to unlock a higher ranked one, so there will be ways to skip certain modules.

9 minutes ago, xKostyan said:

The plan is that Evolution ships can be adjusted and used on any rank (5-15) with slight adjustments in evolution tree, - you want to take to a T3 tournament = fine, modify your tree to be a rank 9, equip rank9 compatible modules = launch. You want to go to T5 Dread battles - fine, tune your evolution tree, equip rank15 compatible modules = launch.

The tree nodes and modules are unlocked (researched) once, and in module cases then crafted or just purchased, depending on a module type.

In case of Ellidium one ship replaces a whole “classic” ship tree, for example Empire has 10 different free gunships spread through rank 5-15. Now imagine every gunship in a tree is a “Mjolnir” with it’s rank restrictions (not farm wise, but customizability). So basically Thar’Ga (who missed it its a gunship) is exactly that.

Hence the multiple rank versions of modules. On top of that previous ranked module is NOT mandatory to unlock a higher ranked one, so there will be ways to skip certain modules.

I understand that much. It’s just silly to have 4-5 different crafting recipes (which all require vast amounts of resources) to use the modules in different ranks. It would be better if there was ONE SINGLE SOLITARY ONLY 1 RECIPE that required a set amount of resources that would then craft in to all the different ranks of modules. Like one recipe that yields 4-5 different items, like swifter said.

why? you might as well find yourself in a situation where you on certain ranks you will be using a certain build, and those rank-builds can use totally different modules, so instead of paying one huge prices per recipe that unlocks them all, you get to chose.

42 minutes ago, xKostyan said:

why? you might as well find yourself in a situation where you on certain ranks you will be using a certain build, and those rank-builds can use totally different modules, so instead of paying one huge prices per recipe that unlocks them all, you get to chose.

By that logic, crafting everything at once let’s you chose too. You can just refit without having to make new modules all over again.

33 minutes ago, TheDarkRedFox said:

By that logic, crafting everything at once let’s you chose too. You can just refit without having to make new modules all over again.

so you’d rather have a single blue print that unlock 3-4 modules that cost a combined price of all of them rather than have individually unlock 4 of them for a portion of the total price?

6 minutes ago, xKostyan said:

so you’d rather have a single blue print that unlock 3-4 modules that cost a combined price of all of them rather than have individually unlock 4 of them for a portion of the total price?

No, it’s the combined price for unlocking them all that that pisses me off. It’s crazy.

Sooooo it is about time you start calling things by their name, rather than “blah blah - ranks, blah blah I am entitled blah blah”

Bottom line you don’t like the prices, rather than a ranked system, don’t you find those are 2 different things?

1 hour ago, xKostyan said:

Sooooo it is about time you start calling things by their name, rather than “blah blah - ranks, blah blah I am entitled blah blah”

Bottom line you don’t like the prices, rather than a ranked system, don’t you find those are 2 different things?

The ship itself can be flown in and out of any rank. How the can the modules and weapons not be? Just change the rank range for one of each of them to 5-15.

you do realise that most of the modules do change in parameters with rank progression, right? making modules rankles and scale with rank is to create absolutely new functionality, aka invest development resources into something that is absolutely not necessary, aka a total waste.

3 minutes ago, xKostyan said:

you do realise that most of the modules do change in parameters with rank progression, right? making modules rankles and scale with rank is to create absolutely new functionality, aka invest development resources into something that is absolutely not necessary, aka a total waste.

Or just have the modules be a part of the evolution tree instead, so as you modify rank, it automatically changes the modules for you.

1 hour ago, TheDarkRedFox said:

Or just have the modules be a part of the evolution tree instead, so as you modify rank, it automatically changes the modules for you.

and you don’t see how that even more work?

On 21.12.2016 at 7:22 PM, xKostyan said:

you do realise that most of the modules do change in parameters with rank progression, right? making modules rankles and scale with rank is to create absolutely new functionality, aka invest development resources into something that is absolutely not necessary, aka a total waste.

Funny that you mention it.

Contrary to your saying, a self buffing/nerfing module is way easier. The table for it is already made(as you even say “change in parameters with rank progression”) and therefore a plain linking to it is easy done. Then it would self show the x-y (or plain y if you choosed that setting) on the module depending on your config of the elly ship. No 3+ modules needed. No 3+ buy/craft/upgrade needed. One module, one buy/craft and one upgrade.

The only disadvantage of this system would be that you can’t see the stats of each rank stage individual. But compared to the cluster fufu creation it’s nothing.

On 21/12/2016 at 5:34 PM, xKostyan said:

Sooooo it is about time you start calling things by their name, rather than “blah blah - ranks, blah blah I am entitled blah blah”

Bottom line you don’t like the prices, rather than a ranked system, don’t you find those are 2 different things?

This ship is about evolving. 

You’d expect that it’s specific modules evolves with it instead of being unfitted when you change the ship rank. 

 

And come on, even if it’s something new a module that evolves with rank, it’s by far easier to develop then a full tree about customisation. 

 

At most it’s a

if (rank >= 5 && rank <= 9)

   rank9mod

else if (rank >= 10 && rank <= 13)  

       rank13mod

else

   rank15mod

 

 

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