weezedog Posted July 23, 2013 Share Posted July 23, 2013 With the change in Aura's increasing mod capacity, I find I have a bunch of spare points left over and nothing to do with those points in my frames, especially my polarized frames. I would suggest removing the physical limit on mod slots in both frames and weapons, it should be limited only by the current mod point capacity of the frame/weapon. Instead of Forma polarizing a slot, it would increase the maximum capacity of a frame or weapon. You would only be limited by how much time and forma you would want to invest in an item or frame, or there could be a hard cap on the max capacity DE wants a single item to have. This would give people a reason to continue to forma an item that they really like, and it would open up the option of using mods that are currently considered useless because they aren't worth giving up one of your precious slots. Once you have enough capacity for your core build, you could continue to forma an item or frame to increase its capacity to fit in additional situational mods you may want like stamina mods, speed mods, enemy sense, thief's wit etc. It would also open the door to more creative use of downranked mods, since you can fit in many mods. It would also be simple to limit some things, like only 1 aura card is allowed per frame (that could be a hard slot). And only 4 "=" frame power cards are allowed at one time etc... for when additional powers come out. Currently polarized slots reduce mod costs by half, so there would probably need to be an adjustment made to the default mod costs or the default item capacity since those polarized slots would go away. Mod polarity itself could be used for some other creative feature to be determined etc. Link to comment Share on other sites More sharing options...
J.C.Santos Posted July 23, 2013 Share Posted July 23, 2013 (edited) I say, give us two more mod slots. But eliminating mod slots for a point cap is a no. That would encourage people to buy forma, but it would also create a huge gap between players that spend money on forma and the ones that don't since the one's that have that possibility would forma every slot to have as much extra points possible. Edited July 23, 2013 by J.C.Santos Link to comment Share on other sites More sharing options...
paul62626 Posted July 23, 2013 Share Posted July 23, 2013 it would also raise the pay wall because right now forma is rare. Link to comment Share on other sites More sharing options...
Ced23Ric Posted July 23, 2013 Share Posted July 23, 2013 This is dangerous power creep territory your are stepping into, gentletenno. :/ Link to comment Share on other sites More sharing options...
Hoezell Posted July 23, 2013 Share Posted July 23, 2013 it would also raise the pay wall because right now forma is rare. Well, it can drop. Link to comment Share on other sites More sharing options...
Venarge Posted July 23, 2013 Share Posted July 23, 2013 (edited) "Remove Mod Slots, be limited by only by frame or weapon point capacity" I cant describe how bad this idea just is. Especially now that you can get 14 extra points for your frame. Just no. Should never ever happen. The current system is giving you one choice over another. You either have effect X or Y. What you want is to destroy this system and make X and Y available. This would make you comnpletely god like. thats just ridiculous Edited July 23, 2013 by Venarge Link to comment Share on other sites More sharing options...
Lumireaver Posted July 23, 2013 Share Posted July 23, 2013 It might help to think of mod slots as "equipment slots," and mod capacity as "encumbrance value." They're two systems which work together. Link to comment Share on other sites More sharing options...
PsychedelicSnake Posted July 23, 2013 Share Posted July 23, 2013 Meh... Link to comment Share on other sites More sharing options...
WindHorse Posted July 23, 2013 Share Posted July 23, 2013 I am not sure about adding or removing mod slots, but it would be cool to take advantage of all the mod points if you do run into a situation where you have extra mod slots. If you had 5-10 extra mod points to work with, you could use those points to increase a base multiplier to say your health, shield, armor, or speed. Not a huge amounts, but just another little way to tweak a frame. Limit the number of mod points you can use in this fashion. Another idea that I had was a way (through Forma or some other process) to lower the cost of a mod in the form of mod points. A way to remove or change the polarity on a mod, so you use your Forma more effectively or in a more flexible way. WindHorse Quantum Entanglement Link to comment Share on other sites More sharing options...
KaoKill123 Posted July 23, 2013 Share Posted July 23, 2013 cut* dont worry, i bet DE will sooner or later increase exiting mod' level to boost higher level missions. or add new mod (single/ double/ triple stats) proof? isn't the current double nightmare mod a start of this? maybe the cap/max rank of wf/weapon will increase too. not sure about the mastery exp for them. Link to comment Share on other sites More sharing options...
Oizen Posted July 23, 2013 Share Posted July 23, 2013 No reason to rank weps. No reason for wep ranks to exist No reason for Mastery to exist. No reason to craft any weapon that isnt Ogris/Despair/Orthos Link to comment Share on other sites More sharing options...
Fredlicious Posted July 23, 2013 Share Posted July 23, 2013 I see where you are coming from, but this would result in enormous power creep. Link to comment Share on other sites More sharing options...
weezedog Posted July 23, 2013 Author Share Posted July 23, 2013 (edited) Mods don't currently exist for power creep, they just aren't there. But there are a ton of mods that would be considered quality of life mods, such as as more stamina, or speed, or radar etc that are COMPLETELY wasted because there is no way use them. If you are concerned with power creep then there would be a limit on the number of certain polarity mods you could equip at one time. And certain powerful mods could be restricted to that polarity etc. Edited July 23, 2013 by weezedog Link to comment Share on other sites More sharing options...
Fredlicious Posted July 23, 2013 Share Posted July 23, 2013 Mods don't currently exist for power creep, they just aren't there. But there are a ton of mods that would be considered quality of life mods, such as as more stamina, or speed, or radar etc that are COMPLETELY wasted because there is no way use them. If you are concerned with power creep then there would be a limit on the number of certain polarity mods you could equip at one time. And certain powerful mods could be restricted to that polarity etc. The answer to what you're describing - something that I agree is an issue - isn't to have unlimited mod slots. The only way mods like, for example, Loot Radar or any of the resistance mods will ever compete with staples like Redirection, Flow, Streamline, etc. is if they have their own slots, similar to the way Auras work. Simply expanding the number of universal mod slots will result in everyone eventually being able to equip every damage- and survivability-enhancing mod, hence power creep. I think a better suggestion would be to add an additional slot or two that can be used for "utility" mods, e.g. Rush, Marathon, the aforementioned radar and resistance mods, etc. Link to comment Share on other sites More sharing options...
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