[UI] Ideas for the new ship modules

Discussion in 'General Archive' started by Bakjam, Aug 26, 2019.

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  1. Bakjam

    Bakjam User

    Hello there!

    Just a quick note: green = key points of this idea.

    http://www.bigpoint.com/darkorbit/board/threads/unofficial-darkorbit-revealed.43381/page-27

    With the new ship modules coming up (see the above link), I though I'd throw in some ideas for passive bonuses. I feel like the concept of ship modules, can definitely improve game balance and stimulate more ship diversity WITHOUT requiring hours of development time, unlike some changes that you can find in the balance patch topic (see the following link). And all of this while providing something new to collect for everyone.

    http://www.bigpoint.com/darkorbit/b...tion-balance-patch-the-emerging-light.120312/

    That being said, granting the wrong bonuses (and perhaps penalties) could break the game just as easy. First I will give some inspiration as to which bonuses could be given and then I will give ship specific bonuses along with a short reasoning as to why I've assigned a module to that ship.


    1. Unique possibilities for ship modules that go further than damage, hp and shield bonuses

    Infection Immunity

    Accuracy
    Evasion

    Shield absorption
    Shield penetration

    NPC damage
    NPC damage resistance

    Rocket damage
    Rocket cooldown

    Mine damage
    Mine damage resistance
    Mine cooldown
    Mine arm time (the time it takes before a mine is ready to explode)

    Repair speed (hitpoints)
    Regeneration speed (shield)

    Passive repairs (just like the diamond and dome formation)



    2. Ship specific modules

    Mimesis
    +10% damage bonus against Cyborgs
    The idea behind this bonus is to keep ships in balance by making it so that a ship type will deal extra damage against a dominating ship type. For example: with a lot of Cyborgs around, the Mimesis becomes a better option because you can benefit from the extra damage much more.

    Cyborg
    +10% damage bonus against Hammerclaws

    Hammerclaw
    +10% damage bonus against Mimesis

    Hectate
    +10% damage bonus against Disruptors

    Disruptor
    +10% damage bonus against Hectates


    Citadel-PvE
    +25% NPC damage resistance

    A straight forward change intended to make the Citadel a much better option for PvE whilst keeping PvP intact. By providing a damage resistance, the Citadel will be able to fulfill it's role as a tank ship much better. Currently the best PvE ships are the Cyborg and Hammerclaw but because they also feature decent PvP capabilities, switching between other ships becomes less attractive. By making other ships good for NPC bashing you can decrease the need to go for the best ship overal, thereby stimulating ship diversity.


    Citadel-PvP
    +10% damage resistance

    A similar change, to counter the little effectiveness that fortify has for PvP combat, without the need to actually modify the ability.


    Spearhead

    +25% NPC damage
    Just like the Citadel, the NPC bonus will make the Spearhead a better option for PvE to indirectly increase PvP usefulness.


    +100% mini map range
    Allowing the Spearhead to truly fulfill it's role as a scout ship by making the bonuses provided by the recon ability passive.

    Infection immunity
    A change made to reduce the one shot potential due to the Spearhead's extreme low HP and dependance on it's speed (which are both decreased by an infection thereby making the Spearhead one of the easiest targets to snipe).


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    So on and so forth, let me know which modules you would like to see and feel free to share your own ideas!

    Kind regards,

    Bakjam
     
    Last edited: Aug 26, 2019