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Making cyborgs appealing again
#57
Yeah, if the module researcher is straight up meant to be a replacement for old modules, it needs quite a bit of tweaking. I still stand by the fact research times should be shorter, and also modules should depend on materials and not credit or nebulous research points, to keep it consistent with the fabricator. Otherwise equipping even a single borg is prohibitively expensive, let alone multiple borgs.

And I know it's been probably considered, but maybe re-researching the same item shouldn't give you such a large penalty. Shoving the same item in over and over, especially for some of the rarer items, requires at the very least a little mechanics/QM collaboration, and having to find all-new items makes leveling up certain areas extremely hard.

Not sure if this whole scavenger hunt thing is the best way to go about it either. Realistically 90% of custom modules are going to be basically nerfed med modules because all the convenient materials on hand are medical items and scavenging from other departments takes a lot of work. I think a way to conduct research on an area manually in addition to taking apart stuff in it would be ideal.

Some kind of minigame attached to the thing would be a nice bonus as well, I feel. Right now the thing is just 'shove money in and watch a timer go up' and if I wanted to play a facebook game that's what I'd be doing.

Finally, until it gets properly balanced, maybe the existing modules shouldn't be nerfed so much. Right now 90% of borgs suicide immediately in frustration, which is kind of a jump from old borgs (about 50%).
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