Items And Loot Archive
Thread: Hows this for a new playe loot idea? please read (devs too)
Message Edited by -Incubus- on 01-19-2005 10:30 PM
This is a well thought out idea, I actually like it very much, 5 stars for you chap
Physkoris wrote:
Cool idea. But I think that rather than destroying them you should just be able to remove them and keep the mods you have. Just think of all that hard work for pvp'ers who switch professions alot. I think this would be bad in the end because it would almost force people to keep the professions they have rather than try new ones. Maybe it would cost extra xp to remove and save an implant? Just a thought.. but overall I like this idea! Nice job!
Na im not sayin u have to stay the same profession. You can do any prof u like and keep your SI. Im sayin that you cant have 3 SI's initialized in your inventory( this will prevent just switching SI's in the middle of battle after you know what your opponents weakness is)
i.e. of what im tryin to say (this is what you cant do)-- you are a fencer / rifleman. you have4 SI'sriflespeed+ 15, rifle accuracy +23 , 1h speed + 14 and 1h accuracy + 27. if your opponent has barely any ranged def so you would then equip your rifle speed and accuracy SI's for that battle. This is not my intention. My intention is that you can only initialize, or activate 2 at a time meaning your can have as many SI's in your inventory but you cant activate another until you have an open SI slot, therefore you would have to delete one that is equipped. In my plan, you cant have a 1h spd 1h accuracy rifle spd and rifle accuracy SI's that are leveled. only 2. So if in the case you did have a rifle speed and you changed professiosn this would do you no good after you surrendered skills, which is why skill the less uber skill mods like dodge and melee def would be more to your advantage in the long run.
I hope you understood all this, i dunno if i explained it well enough ![]()