[UI] Skill Tree - Module

Discussion in 'General Archive' started by {-€FSANE_AT€Ş-}, Apr 20, 2017.

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  1. [​IMG]
    It can be developed in modules with Skill Tree But required different log disk

    [​IMG]
    1. Damage +%4
    2. Damage +%6
    3. Damage +%8
    4. Damage +%10
    5. Damage +%12
    [​IMG]
    1. You sell 7% more credits in the CBS
    2. You sell 12% more credits in the CBS
    [​IMG]
    1. CBS cooldown -%10
    2. CBS cooldown -%20
    3. CBS cooldown -%25
    [​IMG]
    1. Hit Point +%20
    2. Hit Point +%40
    3. Hit Point +%50
    [​IMG]
    1. less damage +%6
    2. less damage +%9
    3. less damage +%12
    4. less damage +%16
    5. less damage +%20
     
    recursos☺☺ likes this.
  2. Nice thought, but then the cap of 50PP has to be changed and with the modules being a CLAN based increase, would these be just increases to your stats or the Bases stats? How does that work if you did not apply any of the modules to the current base?

    We need more detail of the thought here.
     
  3. ı dont need CLAN based because modules uprage for personel
    I'm thinking on SHİP+CBS+PET PP so need more PP
    maybe ı will edit Thread soon
     
  4. The Modules/CBS assist the entire clan, not just one person. The PP assists ONE person. So a person investing PP in this is going to be more interested in having bases equipped with the items to boost them and not necessarily what the Clan wants and thus ends up causing more issues within the workings of a Clan. It would also be something to further the need for MCC's so they can have more CBS's, more Benefits, more defenders of the bases, and even more control of the game than they should.
     
  5. Yes The Modules/CBS assist the entire clan, not just one person but Upgrades modules for one person
    If this changes, it must change upgrade for modules
     
  6. ok,but I prefer skills change in ships not CBS.