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Making cyborgs appealing again
#54
The amount of research it takes to properly make a module is too much. Two roboticists and a HoP with all access with an $110000 budget were only able to unlock a hand full of module pieces by the end of a 60 minute round, and by the end of said round all the budget was consumed.

I understand the need to not overpower the module researcher, but at the same time I don't considering you nerfed the starter modules with the intention of giving incentive to do research (I assume), but research is INCREDIBLY time consuming and carries VERY LITTLE payoff.

Also, do the artifacts even do anything? I researched a martian cell, took a long time, researched 100% Martian, don't know what it did.

Feedback:

-God damn it's slow
-God damn it takes so much research for so little payoff
-Half the stuff I need to make an effective module requires access beyond a roboticist, and other means of acquiring it are incredibly time consuming, meaning I'm losing research time and borging time
-I like the ability to make sec borgs
-I am confused by artifact research paths, specifically what they do

Suggestions:

-Upgrade speeds should be tweaked more
-Make it so that you can view other things BESIDES the research progress screen when researching something
-Add in some more special things you can't get in standard modules that aren't weapon oriented
-Replace patch stack (or add in addition to) with separate patch types, and maybe even throw in a few special patches with higher research requirements, like synth-flesh patches or charcoal patches
-Maybe make it so that researching the item itself reduces the research required to unlock said item
-Include more items in the research list (stun batons, skulls, traitor gear if that's not already a thing, etc.)
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