Have you ever had too many tech cards, too many pixels, and just not enough power in your tech? Well this suggestion may pique your interest! As the title states, this suggestion is about being able to upgrade your tech. Tech upgrades will simply cost an increasing amount of tech cards, as well as pixels that go with it. Higher-tier tech (such as the human mech) will cost more pixels to upgrade, but not more tech cards. For example, upgrading your pulse jump to reach a block or two higher will cost 500 pixels, while upgrading your Mech to shoot missiles will cost 10,000 pixels. Before I go into detail on a whole bunch of techs, I will say that most techs will have simple upgrades like increased speed or decreased energy usage, so if you can't fill in the blanks for some of them, just ask. Of course, as you probably could tell, the "Speed Enhancing" upgrade will result in the removal of the "Particle Thrust" tech, this may be replaced with any other suggested tech, such as a "Particle Glide" that increases movement speed in the air and decreases falling speed at the cost of 50 energy per second. -The Pulse Jump tech will be upgraded to possibly add more jumps, or the height of the second jump. -The Energy Dash tech will be able to last longer by holding down the input direction after double-tap, as well as a higher velocity. -The Human Mech will have an upgrade to increase damage, add defense when active, and add energy-consuming missiles launched by right click. -Bouncy will have a higher bounce effect, and, of course, cost less energy -Boat will have an added light, as well as increased speed -Morphball can roll slightly faster than walking, as well as drop energy-consuming bombs with left click, the bombs will deal around 100 damage -Light Rig will not consume energy during use, and produce more light Any tier tech will be able to receive 3 upgrades, the first, costing one tech card, the second, two, and the third, three. Tier 1: 500 pixels per upgrade Tier 2: 1,000 pixels per upgrade Tier 3: 1,500 pixels per upgrade Tier 4: 2,500 pixels per upgrade Tier 5: 5,000 pixels per upgrade Tier 6: 7,500 pixels per upgrade Let me know what you think, and don't hesitate to ask any questions on something I left out!
I am thinking the upgrades should just use more tech cards like the Matter Manipulator now needs more modules to be upgraded [Unstable build]. Let's take Pulse jump for example: 1 tech card - Unlocked 5 tech card - Unlocks a third jump 10 tech card - Immunity to falling damage [Passive effect] 15 tech card - Jumps are now higher As you can see the costs get much more expensive as they are upgrade [Taking up 31 tech cards in total] Also, the upgrades should have a gimmick instead of a mandatory "Uses less energy" Another example would be targeted blink: 1 tech card - Unlocked 5 tech card - Grants 2 seconds of invulnerability after blinking 10 tech card - Blink sticks you to walls and ceilings until you move or jump 15 tech card - Can now travel short distances through blocks* [Does not work on Missions, due to potential exploiting] You see where I'm getting it? http://starbounder.org/Manipulator_Module - for reference
I feel like the whole 31 tech cards total for a full upgrade may be a little too expensive. Just for a player to have 3 maxed tech upgrades thatd already be a total 93 tech cards. I know its more of a end game aspect but still, 31 is kinda pricey.
Yeah, I see what you're getting at, but the consumption of tech cards is just too much. By the end of the game, you end up with about 30 something tech cards leftover from quests and planet exploration if you're lucky. In order to upgrade all of your tech completely, it would take 651 tech cards in total. However, I do like your gimmick ideas, kind of like adding completely new techs to already existing techs. But I am a little curious as to how the blink stickyness would work in conjunction with warping through blocks, what if you want to warp on a thin wall but instead warp through it?
The blink won't actually warp you into a block. If it does it throws you out to the first block you tried to blink past. Sticky blinks would stick you to a block if you attempted to blink past it. [For example, you blink to around the 2nd/3rd block on a solid wall, it will teleport you to the wall as it normally would, except you would stay there instead of fall.
I fully agree with this. I really found it odd that two of the first techs you get completely outshine the other ones later on, why get FTL boost if you have to be on the ground for it to even work or the rocket jump/boots when you can't save your self from falling... almost feel like they should be switched up in order or out right removed for upgrades to the others. already we know that blink and boats will be removed from the techs limiting them even more, and the limit on witch location the tech can be in makes it nearly painful to get anything else.
I like the idea, but I also like Tyler's twist on it. I would give a suggestion of a mixture of both with a few other things. Maybe for the first upgrade of the Pulse Jump it would cost: 500 pixels 1 Tech Card X Laser diodes/Circuit Boards/other pieces dropped by mechs in dungeons The later upgrades could progress further on that concept.