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About This Page About This Page: This is a discussion on New MODX within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Flashfires dominated the MODX slots of most ships. I think this is a result of 1) speed being so import to combat 2) A lack of viable alternatives. Rather than
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Old 07-16-2007, 01:29 PM   #1 (permalink)
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New MODX

Flashfires dominated the MODX slots of most ships. I think this is a result of 1) speed being so import to combat 2) A lack of viable alternatives. Rather than nerfing Flashfires (which is discussed in another thread) I think we should come up with new idea for MODX. Here are some of my ideas:

Super-shields: Activating this MODX will result in your shields being totally invulnerable to damage for 10 seconds. However, the Ship will not be able to fire any lasers or missiles, or activate any other MODX (such as a Flashfire) while this is activated. This would be a great counter to Focus Fire. It’s not any fun for Liet when everyone targets him first every time.

Cloak: This MODX gives you 15 seconds of stealth. Stealth is fun

Super Radar: Detects Cloaked Ships. Works for 1 minute and recharges after 10 minutes.

Guided Missile: This MODX allows your missiles to become guided missiles. When activated, the pilot’s point of view changes to be that as of the missile. You then pilot the missile for up to 60 seconds.
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Old 07-16-2007, 08:56 PM   #2 (permalink)
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Re: New MODX

Nah. Just make the FF separate from modx, and then tinker with the arties until none of them really suck.
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Old 07-17-2007, 01:15 AM   #3 (permalink)
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Re: New MODX

Isn't the FF already a super shield for 10 seconds in that you can FLEE and not get hit for 10s?

These ideas are interesting, but I'm getting a headache just thinking of the balancing nightmare to follow...
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Old 07-17-2007, 02:09 AM   #4 (permalink)
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Re: New MODX

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Originally Posted by GrimGriz View Post
Nah. Just make the FF separate from modx, and then tinker with the arties until none of them really suck.
/Signed on the 2nd arties need a rethink.
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Old 07-17-2007, 07:04 AM   #5 (permalink)
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Re: New MODX

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Originally Posted by GrimGriz View Post
Nah. Just make the FF separate from modx, and then tinker with the arties until none of them really suck.
While this is an option, I don't think it's as good an option since you can still count the # of FF's your opponent has used. I don't see the need to dictate to players "YOU GET 4 FFS and 4 MODX SLOTS AND THATS IT!!" Give the pilots 8 slots, and allow them to make the decisions.

More options is a good thing.

In terms of balancing, it's not nearly as hard as you think. All of the mechanics I listed are blatantly ripped off from other games.
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Old 07-17-2007, 10:34 AM   #6 (permalink)
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Re: New MODX

I'd rather not see consumable buffs from MODx, and that includes FF.

That's too "quake in space" for me. MOD slots should be what they say they are... "mod"ifications. Similar to the arty idea people have mentioned, though for PvPers there should be manufactured versions. This one is an enhanced gyroscope making turning easier, this one increases your braking thrusters which miners might use, this one doubles the fuel capacity for your AB fuel (without having to push buttons or expend it), this one messes with your signature, making you appear to be a different type of craft on radar, etc.

Consumables are too live and die in combat. You have them you live, you run out you die.
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Old 07-17-2007, 11:00 AM   #7 (permalink)
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Re: New MODX

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Originally Posted by Philosfr View Post
I'd rather not see consumable buffs from MODx, and that includes FF.

That's too "quake in space" for me. MOD slots should be what they say they are... "mod"ifications. Similar to the arty idea people have mentioned, though for PvPers there should be manufactured versions. This one is an enhanced gyroscope making turning easier, this one increases your braking thrusters which miners might use, this one doubles the fuel capacity for your AB fuel (without having to push buttons or expend it), this one messes with your signature, making you appear to be a different type of craft on radar, etc.

Consumables are too live and die in combat. You have them you live, you run out you die.

I'm suprised to see people compare Consumables to Quake. Consumables typically appear in MMOs like World of Warcraft, not in FPS.
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Old 07-17-2007, 12:15 PM   #8 (permalink)
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Re: New MODX

I completely agree. Getting away from the FF bit, I like the idea of a cloak. Maybe even take 2 modx slots, and completely drain your cap while in-use. You can navigate and fly, but can't fire while cloaked. And it would need to be more of a distorted cloak, there's got to be some outside chance of spotting someone. Kind of like the Predator's cloak.
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Old 07-18-2007, 03:51 AM   #9 (permalink)
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Re: New MODX

I like the idea of more variety to the modx, so I like the proposed items. FFs are not replaceable. New combat modx should be balanced in a way that they are overall only a little bit less attractive than FFs, but make totally sense for any a little bit special application.
I liked the super shield idea for players that are targeted first all the time. There should be a visible effect to it too mayve. So if you hit a super shield, you don t see it going down but it might be lag.. so there could be a golden shimmer to the shield lighting up when a super shield is hit for example.
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