Ronald Speirs Posted March 21, 2016 Posted March 21, 2016 (edited) Ok i've been thinking that the RNG seems unrealistic really, lets take the real world, you pay the money you can generally get what you want if the price is right, this system is far from the case, now to the proposal..... Ships and Slots how about we break the crafting notes down to slots, so example Lets split the notes into their proper categories Basic Common Fine Mastercrafted Exceptional now lets say you want a 3/5 slot ship, lets say you can build a 3/5 Basic using basic notes, it could be a Victory through to a cutter, and to limit it to make it not OP you can only use basic modules on it, it would make players think more to what they want and how much they want to spend to get the exact ship they want without a RNG system to screw them over, if u don't want to spend the notes on said ships you then can use the notes to fill in the module slots how you want, another example that u have 6 notes, now u decide weather u wants 2/4 or 3/3, the possibilities are endless and seem a far better system to work with to give the players what they want rather then randomness, the built in still give the Basic/ Exceptional buffs they normally give but make it you can control what 2 you get to customize to player choices to make their ship more unique, thoughts and please discuss as i feel this could be a great ship building option. Edited March 21, 2016 by Ronald Speirs 1
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