Items And Loot Archive
Thread: Idea for when SEAs are converted to the CU.....
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MadDog36
Thu Jul 14, 2005 5:55 am
#1
Just a thought, there are still many SEAs out there that were not useful before the CU, and with the CU, that has added more.
I think a great idea would be that WHENEVER these things are converted (or should I say IF, knowing SOE), they should keep their numbered stats (+2, +5, whatever), but you should be allowed to convert them to whatever you wish, say from a +5 Heavy Weapons Accuracy to +5 Carbine Speed. This would be a one time only thing.
I would say that this would NOT include the ability to transfer mods over to Jedi SEAs, since everyone and their Mom would be converting them over (and this is coming from a Jedi).
Heck, not even sure SOE has the coding know-how to do this, but I figured I would post my idea.
Carason
Thu Jul 14, 2005 6:17 am
#2
In general, sounds like a decent idea (which means, it will probably never get done). 
I would disagree though that is could be converted to ANY type you wanted. You mentioned excluding Jedi CA's, but we all know that every one converted would be turned into whatever is the most "rare" and expensive at the moment (weapon experimentation, etc), thereby totally throwing the attachment economy into the blender. Some attachments are designed to be a more rare drop, and this shouldn't be a way to get around that.
If anything, they should be converted to something inside the profession it is designed for, and with a similar "frequency of drop rate".
Just my 2 credits.
P__Day
Thu Jul 14, 2005 6:20 am
#3
what about my grenade exp stuff, hasnt been in game since beta
Carason wrote:
In general, sounds like a decent idea (which means, it will probably never get done).
I would disagree though that is could be converted to ANY type you wanted. You mentioned excluding Jedi CA's, but we all know that every one converted would be turned into whatever is the most "rare" and expensive at the moment (weapon experimentation, etc), thereby totally throwing the attachment economy into the blender. Some attachments are designed to be a more rare drop, and this shouldn't be a way to get around that.
If anything, they should be converted to something inside the profession it is designed for, and with a similar "frequency of drop rate".
Just my 2 credits.
Carason
Thu Jul 14, 2005 6:39 am
#4
P__Day wrote:
what about my grenade exp stuff, hasnt been in game since beta
Carason wrote:
In general, sounds like a decent idea (which means, it will probably never get done).
I would disagree though that is could be converted to ANY type you wanted. You mentioned excluding Jedi CA's, but we all know that every one converted would be turned into whatever is the most "rare" and expensive at the moment (weapon experimentation, etc), thereby totally throwing the attachment economy into the blender. Some attachments are designed to be a more rare drop, and this shouldn't be a way to get around that.
If anything, they should be converted to something inside the profession it is designed for, and with a similar "frequency of drop rate".
Just my 2 credits.
Good point. Perhaps we go with my 2nd thought.... maybe just have the option to "re-roll" the chances. If you have a non-working mod on an attachment, you get an option on the radial dial to reroll/refit, etc and have it randomly change into a currently working mod. The chances could be tied to what the current drop %'s are for any given mod/attachment type. For example, if you have a CA with Grenade Exp 7, Weapon Exp 5, Carbine Speed 4, you could elect to re-roll it, and only the grenade exp mod would be updated. Maybe you'll get weapon assembly, maybe polearm speed, who knows... it would be luck, which... is what the original drop was in the first place anyway. At least, it shouldn't be done in a way that could make you lose your "working" mods.
MadDog36
Thu Jul 14, 2005 7:22 am
#5
or how about if you could redo it, but it would have to be in the category....
Say a +5 experimentation could be moved to food or weapon or armor?
A +5 to accuracy could go to carbines/rifles/etc
GarronDarkweaver
Thu Jul 14, 2005 7:33 am
#6
Or how about they just fix broken mods dropping, and we all delete the worthless ones we have so as not to turn an already frankly bolloxed economy into an even more messed up one?
fastMutley
Thu Jul 14, 2005 7:43 am
#7
GarronDarkweaver wrote:
Or how about they just fix broken mods dropping, and we all delete the worthless ones we have so as not to turn an already frankly bolloxed economy into an even more messed up one?
/agree
droid327
Thu Jul 14, 2005 11:32 am
#8
well instead of a total random reroll or a total controlled respec, just have the mods randomly reroll to any mod you currently have from your template....this'd actually be good since the jedi would be buying up every +9 or higher SEA, even the junky ones, for a chance to roll somethin useful
And it wouldnt leave a MBH with Ent mods or something like that....
sohokerv
Thu Jul 14, 2005 11:48 am
#9
fastMutley wrote:
GarronDarkweaver wrote:
Or how about they just fix broken mods dropping, and we all delete the worthless ones we have so as not to turn an already frankly bolloxed economy into an even more messed up one?
/agree
i also agree
as to the people who honestly think thell give us a chance to fix mods keep dreaming ... most likley IF they do anything it will be to deleat mods from existance so if you had rifle speed 3 grenade exp 5 the grenade exp would compleatly vannish leaving you with just rifle speed 3
GarronDarkweaver wrote:
Or how about they just fix broken mods dropping, and we all delete the worthless ones we have so as not to turn an already frankly bolloxed economy into an even more messed up one?
/agree
i also agree
as to the people who honestly think thell give us a chance to fix mods keep dreaming ... most likley IF they do anything it will be to deleat mods from existance so if you had rifle speed 3 grenade exp 5 the grenade exp would compleatly vannish leaving you with just rifle speed 3
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