Elemental Weapon Mods

Discussion in 'Gear and Items' started by TehLonelyDonut, Dec 11, 2012.

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Do you think Weapon Mods should be included?

  1. No.

    0 vote(s)
    0.0%
  2. Yes.

    13 vote(s)
    72.2%
  3. Only if they're balanced.

    8 vote(s)
    44.4%
  4. YesNo. i'm bipolar.

    1 vote(s)
    5.6%
  5. Yes plox. And add "fun mods." Cake rifles FTW

    2 vote(s)
    11.1%
  1. TehLonelyDonut

    TehLonelyDonut Scruffy Nerf-Herder

    Hello everyone, yes, it has been approximately 6 and a half years since I last wrote up a thread.
    And I have 4 different kinds of cancer now, because of Kushandlyriks (On tumblr)

    Anyhow, I bought Borderlands 2 on the Steam Fall sale, and I love it. I can make an educated guess that StarBound will have random weapon generation, like Borderlands. Amaze-balls.

    The only thing that I absolutely hate about Borderlands is that the guns are static. You can't change them with astonishing results quickly. Mass Effect has weapon mods, which benefit it so much. Increased damage, clip size, etc.

    Say I have a Very Uncommon shotgun with shock damage. Then I find a Rare shotgun (with better stats) but no electrical buffs. I need the electricity to wear down more powerful shields, and without it I'm getting hella Second Winds (lose health, kill enemy, get up and regain shields.) The Rare shotgun's better stats don't compensate for the shock damage. Why can't I change that?

    I the idea that you could craft/purchase Element Mods. these would have the same Rare-ness system as Starbound, whatever it might be. You could find element tokens on different planets of a certain status. i.e, Volcano Planet: Fire tokens, Ice Planet: Ice tokens.

    You could combine the amount of, let's say, fire tokens, with different qualities of electrics/gun whatever to make a fire mod. The more tokens (could also have a quality attached) and the more, higher quality gun's mod bits, would result in a better mod.


    EXAMPLES: (THESE ARE NOT SET IN STONE, UP TO DEVS IF THEY USE THIS)

    1 Fire Token + 1 Poor Quality Mod Electric = Common Fire Mod: 1% Chance to ignite, 5 Burn Damage.
    5 Fire Tolkiens + 5 Average Quality Mod Electrics = Common Fire Mod: 5% Chance to ignite, 25 Burn Damge
    100 Fire Tokens + 50 High Quality Mod Electrics = Legendary Fire Mod: 90% Chance to ignite, 750 Burn Damage

    Ideas for Regulation of O.P-ness. All are suggestions for base stats, most need to be changed to regulate power. Please don't be angry.

    Fire Tokens Represent Chance to ignite, with 90% being the highest, and any extra adding to buff damage. Should be hard to find/ expensive/ both to make people consider power v.s price and time

    Quality of Mod Electrics: 1 Poor = 5 buff damage (x1 Damage), 1 Average = 5 Poor (x5 Damage), 1 High = 25 Poor (x25 Damage). Definitely O.P, if the crafting system makes them easy to build.

    Qualities of Tokens: An idea: Poor Token = 1% buff chance, Average Token = 5% High quality token = 10%. A major "if."

    Tokens v.s Electrics: Could switch what dictates chance and damage. I don't know how to balance this.
    Lots of Tokens + High Quality Electrics = Too much chance and damage.

    I suggest capping chance and damage by level area.
    Ex: Level 10 + 100 Tokens + High Quality Electrics = Common Mod, but
    Level 50 + 100 Tokens + High Quality Electrics = Legendary Mod.
    Maybe?

    Another idea is that you could make higher quality electrics more difficult to make or buy. More,rarer resources, more money to purchase.

    Also, you could make it so that only certain mods apply for different weapons. Ex: pistol fire mod, only for pistol.
    Not universal.

    And this also opens up the possibility of other, fun mods.
    Exploding cake-rifle that crits on nut-shots and deals bonus corrosive damage. Also makes cakes after three consecutive crits. :DD

    What do you think?
     
    Aer_, Bughunter and Epicface like this.
  2. Epicface

    Epicface Heliosphere

    This sounds really so freaking amazing. Its well thought out, and it makes sense!
    It also helps increase replay value, and makes the game last even longer.
    It will be so amazing... the limits are... limitless.
     
    TehLonelyDonut likes this.
  3. TehLonelyDonut

    TehLonelyDonut Scruffy Nerf-Herder

    Unless you unlimit the limitless-ness.
    Then you have destroyed science.
     
    Epicface likes this.
  4. Bughunter

    Bughunter Spaceman Spiff

    Wow this is pretty cool. I love the idea of customizing weapons to make them yours. That is one of the problems i have with sandbox games, you either cant customize at all or the customization sucks. But this seems good and not too OP.
     
    TehLonelyDonut likes this.
  5. TehLonelyDonut

    TehLonelyDonut Scruffy Nerf-Herder

    I have decided that I like you.
     
    Epicface likes this.
  6. Bughunter

    Bughunter Spaceman Spiff

    Why thank you. I like you too, which is why im now following you :D.
     
    TehLonelyDonut likes this.
  7. InfinityX

    InfinityX Void-Bound Voyager

    What about multiple Modding slots at the cost of reduced magnitude of the elements? for example adding another slot (though a modding/slotting machine perhaps?) will reduce the damage of both mods by X% but allows for two elements. I mean, who wouldn't want that gun that can set mobs ablaze while slowing them down?
     
    Bughunter likes this.
  8. Bughunter

    Bughunter Spaceman Spiff

    True, A gun w/ multiple mods will be OP if it doesn't get weaker. But you shouldn't be able to have all the mods on one gun. Maybe you will only be able to have 2-3 MAX.
     
  9. TehLonelyDonut

    TehLonelyDonut Scruffy Nerf-Herder

    That's a great idea but, if you combine the two mods, they need to be a) of the same level (two or more common, not a common and legendary) and b) the bonuses have to decrease exponentially (by a defined multiple per level) in order to regulate O.P versus fairness in the game and in versus matches.

    But that would be amazing. Imagine having a gun that with Alt-fire shot bullets that multiplied damage, then regular fire shoots supa-awesome corrosive shots. o_O

    Ninja'd
     
  10. InfinityX

    InfinityX Void-Bound Voyager

    Probably two Max, at 3, I would expect the rate of weakness to be too large to be any use / better use of the 3rd slot on another gun.

    A) Agreed, though that would be troublesome if you only have one legendary, but many commons, you wont be able to mix them, granted that would help with balancing. :cool: the bonus decrease could greatly affect the type of mod it is (common vs legendary) you could find a weaker legendary mod, but it also gives bonus to a second element added.

    YES. Though wouldn't it be easier to put both effects as the primary?
     
  11. TehLonelyDonut

    TehLonelyDonut Scruffy Nerf-Herder

    Because the enemy you're fighting might be resistant to corrosive, but can still be affected by damage multipliers. Lets teammates who have Super Effective weapons on that kind of enemy do even more damage.
     
  12. Bughunter

    Bughunter Spaceman Spiff

    Maybe even combine certain pieces of guns so that you can have different shots with different buttons. Like in bioshock where you can select different ammo types. this would be a cheaper way to do elemental damage to monsters. Ammo would just be crafted in the tons, but it does less damage than an elemental weapon.
     
  13. InfinityX

    InfinityX Void-Bound Voyager

    Fair enough, though It would allow for more Strategy options and balance. "you know that super shotgun that melts faces off, well these guys don't have faces, so that wont work, time to change things up" this would encourage different play styles and that gun you crafted a long time ago that has dust on it to come into play again.
     
    TehLonelyDonut likes this.
  14. TehLonelyDonut

    TehLonelyDonut Scruffy Nerf-Herder

    Sorta. I had the idea that one slot allows for regular-fire buffs, and that another slot/s could have alt-fire buffs. Like this
    Slot One: Fire Mod (Regular, left click fire)
    Slot Two: Corrosive Mod (Alt, Right click fire)

    That, or you can choose to have them in the same shot.
    Slot one: Reg-fire
    Slot two: Reg-fire
     
  15. TehLonelyDonut

    TehLonelyDonut Scruffy Nerf-Herder

    Lol, these guys don't have faces.
    But that's true. Makes you consider whether or not to trade, keep, or sell the guns, because you might think, "Hmm, I traded that fire pistol for a corrosive one, and this Ice guy is eating me, would've been handy to keep that fire pistol." *Death*
     
  16. InfinityX

    InfinityX Void-Bound Voyager

    While I like the idea of craft-able ammo and even more with gun customization, would be better to have the ammo affect projectile type? like exploding shots, piercing shots, Multi-shots, Rapid fire, ect while the Mods affect gun type (Pistol vs Repeater), fire rate, element(s), and reload?

    EDIT: I meant that MODs affect gun type as a plasma vs bullet, Gun customization affects pistol vs revolver
     
    Bughunter likes this.
  17. TehLonelyDonut

    TehLonelyDonut Scruffy Nerf-Herder

    I don't know if I like or dislike the idea about ammo dictating the gun firing-style. I think that there should be EVEN MORE MODS THAT DICTATE FIRING STYLE,

    But having different kinds of ammo, and therefore firing type, assigned to different guns would negate the time wasting/ money farming what would be needed to buy gun mods,

    or simply leave it as it is.

    Borderlands 2 has different kinds of gun manufacturers:
    Maliwan: Elemental specialists, but less power
    Dahl: Burst fire when scoped
    Vladof: Automatic, slower than Bandit, but more accuracy
    Bandit: High fire rate, but no accuracy unless scoped
    Teidore: Bonus explosive damage, but lose all ammo in the clip when reloaded
    Jakobs: Single shot, medium-high accuracy

    Maybe Starbound might work like this, with different kinds of gun manufacturers, each with its own style of guns.
    But with moddability:
    Bandit-esque Smg: No accuracy, but with an accuracy mod, makes it better than a Vladof
    Jakobs Assault Rifle: Full-auto mod, makes it better than a modded Bandit.
    Dahl Pistol: Single-fire mod, makes it better as a sidearm.

    Sorta?
     
    Epicface likes this.
  18. Epicface

    Epicface Heliosphere

    Change the names of course, if its a complete copy the people will be mad.
    But still I love this idea, so much thoughts put into this.
    Welp, imma go back to lurking.

    :mspaint:
     
    TehLonelyDonut likes this.
  19. TehLonelyDonut

    TehLonelyDonut Scruffy Nerf-Herder

    [​IMG]
     
    Epicface likes this.
  20. ChaoticGamer

    ChaoticGamer Master Astronaut

    already announced long ago, they said special mods ammo and whole bunch stuff, so lets say it is going be like borderland, but it is not for that he didn't give away good tasting info...soo, this maybe....This is one the people fears what it is going happen...over power flame, toxic, radiation, shock, corrosives, and what else I am missing...oh yea, *Jack pop out and shout*:"EXPLOSIVE!" ...get the F**k out b4 I'll kill you again. Clown @##...

    Anyway, there tiny leak, but not whole lot to know what type element in the game, cryo (frost) is sort of one them that I think cuz its freaking fun to use it as I think.
     
    Epicface likes this.

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