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About This Page About This Page: This is a discussion on Modx slots rethought... within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. You are missing something very important. The nix would still be available at level 26. The point is that the ships below 26 (like the MF and LF) aren't
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Old 11-06-2007, 06:09 PM   #16 (permalink)
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Re: Modx slots rethought...

You are missing something very important. The nix would still be available at level 26. The point is that the ships below 26 (like the MF and LF) aren't necessarily screwed when fighting a nix in combat. As you increase in level you have more options to better suit your personal style and goals, but I'm not better than you just because I'm 10 levels higher.

For a non-pvp example...if the lower level haulers were faster but held less cargo and as you leveled up you got more cargo with more shields that went slower, then when you're level 32 you could decide if you wanted to do a small fast load (100 in a transport) a really small really fast load (50 in a fast transport) or a decent load at a decent speed (250 in a tow), or a metric butt-tonne kinda slow (500 in a freighter).
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Old 11-06-2007, 06:43 PM   #17 (permalink)
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Re: Modx slots rethought...

Ok, back on topic though....

Do you guys want different types of modx?

We can take the whole equipment balance thing to another thread now, kthnx beye
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Old 11-06-2007, 08:10 PM   #18 (permalink)
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Re: Modx slots rethought...

Quote:
Originally Posted by netburnrol View Post
What I'm thinking of is, breaking it down some. When I was talking about the radar upgrades, I was wanting the ability to add functionality. Not really making it a full time thing, but something there if you want it.

So this got me thinking about you would allow something like that, and the only way I can think of is to have a few "types" of modx.

<snip>

Am I crazy or would this really add to the depth and allow players to really customize their ships to be their own style?
I think this is a great idea netburnrol. However, it may be one of those 'careful what you wish for' scenarios. Because if they give you on a Medium fighter for example:
1 Radar ModX
1 Electronics ModX
1 Weapon Modx
2 Engine Modx

That is 5 Modx slots... compared to the 4 on the Quantar MF for instance it seems like we are getting more. But we actually lose out because now we only have 2 Flashfires when we used to have 3.

BUT, I think your idea could still work fine because I've always felt that FF's are like canisters of Nitrous in cars which are small and should result in like 4 or 5 Engine Modx.

Quote:
Originally Posted by Jump View Post
It would make more sense but would it be too complicated for the casual player is my only question. I know us Jumpcrack junkies would dig it, for the most part. I like options and more of them.
I don't think it would be too complicated Jump. Look at a lot of the games people of all ages are playing today and you'll see that Jumpgate is rather simple in this respect compared to most.

Also, I was thinking about this tonight while I was flying around with Gent, Vini, and others... We were all flying the exact same Tempest with the exact same load out which are really best if they are played one way. But with all these ModX idea's I could see a scenario where you could get multiple playstyles even off a single vessel type. I like the ModX ideas... more more more

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Old 11-07-2007, 12:17 AM   #19 (permalink)
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Re: Modx slots rethought...

Quote:
Originally Posted by netburnrol View Post
So this got me thinking about you would allow something like that, and the only way I can think of is to have a few "types" of modx.
I'd say you wouldn't have to go that far and make it that complicated. I mean, truly, the only modx that are beyond modx are the duelist and flashfire. If you remove them from being modx and call them something else (it's a combat universe, all ships should come with some sort of targeting computer)...since they're making new ships anyway, they could just give them all a set number (say 1) flashfire and make flashfires not be a modx anymore.

Take a look at the arties, they do like you're suggesting without being confined to certain modx slots...they're just unused because they aren't worth losing the flashfire. Take the flashfire and duelist out of the modx equation and you can get what you desire without making the system more complicated.
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