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Simulacrum for Weapons Testing


Smilomaniac
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Brief description:

Add a simulacrum option to test unranked weapons as if they had a full set of polarities and a catalyst installed.

Practical use:

Player goes into the armory, equips a weapon and then ticks a "simulacrum" option on it, allowing the player to add, remove and swap polarities, add a catalyst and add any mods the player has.
When exiting the weapon upgrade menu, the weapon becomes locked to be usable only in the simulacrum (entering a non-relay mission gives the user a warning disabling them from going anywhere else until it is unequipped).
In the simulacrum the player can then test the weapon to see how well it does against the targets spawned.
Player must untick the simulacrum option, or equip a different weapon to resume regular play.

Practical benefits:

  • Players no longer need to use website builders to predict weapon data and adds the benefit of conveying the "feel" of playing with it in action.
  • Players are more likely to purchase more catalysts/forma as they realise how many more weapons are viable, taking away apprehension of "wasting" materials and time.
  • It will add more life to the game, as people start mastering these previously discarded weapons.
  • People may be more prone to buying weapon slots and keep weapons that they will now potentially use on the regular.
  • It gives people more natural goals to work towards, that they might have previousy overlooked.

You can take it a step further and let players use test mods that can be scaled as necessary, to let them see whether it's worth for them to max rank a mod or not (since some mods have a significant endo cost).

The inherent risk of wasting time on a weapon or mod upgrade is fair, but letting players fairly assess risks gives them incentives to do more in the game. As players would still require a simulacrum key, it still leaves newer players somewhat in the dark to fumble around and learn from their mistakes.

Feedback much appreciated, I feel this could really go somewhere and give older and percieved "weaker" weapons a whole new life.

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45 minutes ago, Smilomaniac said:

Brief description:

Add a simulacrum option to test unranked weapons as if they had a full set of polarities and a catalyst installed.

Practical use:

Player goes into the armory, equips a weapon and then ticks a "simulacrum" option on it, allowing the player to add, remove and swap polarities, add a catalyst and add any mods the player has.
When exiting the weapon upgrade menu, the weapon becomes locked to be usable only in the simulacrum (entering a non-relay mission gives the user a warning disabling them from going anywhere else until it is unequipped).
In the simulacrum the player can then test the weapon to see how well it does against the targets spawned.
Player must untick the simulacrum option, or equip a different weapon to resume regular play.

Practical benefits:

  • Players no longer need to use website builders to predict weapon data and adds the benefit of conveying the "feel" of playing with it in action.
  • Players are more likely to purchase more catalysts/forma as they realise how many more weapons are viable, taking away apprehension of "wasting" materials and time.
  • It will add more life to the game, as people start mastering these previously discarded weapons.
  • People may be more prone to buying weapon slots and keep weapons that they will now potentially use on the regular.
  • It gives people more natural goals to work towards, that they might have previousy overlooked.

You can take it a step further and let players use test mods that can be scaled as necessary, to let them see whether it's worth for them to max rank a mod or not (since some mods have a significant endo cost).

The inherent risk of wasting time on a weapon or mod upgrade is fair, but letting players fairly assess risks gives them incentives to do more in the game. As players would still require a simulacrum key, it still leaves newer players somewhat in the dark to fumble around and learn from their mistakes.

Feedback much appreciated, I feel this could really go somewhere and give older and percieved "weaker" weapons a whole new life.

I'm still waiting for a dojo sim u can enter with more than one person to test synergy, range matching powers, etc, etc

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