Pilot Archive
Thread: Special Modifications
This placed above everything else in the name of movie canon and to compensate for the missing launcher tube.
Good ships that are underutilized because of being heavily outclassed by the new unholies.
These ships are already excellent. Not much need (or room) for special improvements.
These things are already exceptionally well tuned.
Yeah, obviously these ideas I had were to make POBs and large fighters more viable. Any additional ideas are welcome. And I imagine I just disgusted a few of you, so feel free to post about how aweful I am and how I shouldn't be flying.
i think that the mods should be quest only and non tradeable to make them possibly a little more unique
JanuHull wrote:
Lose the special treatment for the YT-1300 and you've got an interesting idea.
Well keep in mind that currently the YT has 1 less missile launcher than the other 2 factions' POB ships. So with the additional slot for modifications, you could add the "add a missile tube" modification, which would even it out with the other POBs and leave the same amount of slots open as on the other POBs.
aramiss wrote:
i think its a neat idea and would really make the game more interesting
i think that the mods should be quest only and non tradeable to make them possibly a little more unique
Quest AND prestige
Or they can grind Rebel or Imperial pilot. If you're going to add that as a special mod, why waste the time and just add the third slot?
imppilot421 wrote:
JanuHull wrote:
Lose the special treatment for the YT-1300 and you've got an interesting idea.
Well keep in mind that currently the YT has 1 less missile launcher than the other 2 factions' POB ships. So with the additional slot for modifications, you could add the "add a missile tube" modification, which would even it out with the other POBs and leave the same amount of slots open as on the other POBs.
How about a medical module for a POB ship, which functions like a player city hospital, slowly healing wounds and BF?
Another idea would be a small stardock, allowing POB ships to go repair other ships stuck in space, or perhaps provide missile reloads
Joryk wrote:
How about a medical module for a POB ship, which functions like a player city hospital, slowly healing wounds and BF?
Another idea would be a small stardock, allowing POB ships to go repair other ships stuck in space, or perhaps provide missile reloads
Message Edited by Rhu on 09-07-2005 07:55 PM
Joryk wrote:
Another idea would be a small stardock, allowing POB ships to go repair other ships stuck in space, or perhaps provide missile reloads
Another "special" modification idea:
Chassis extension module: can come in different flavors (say, 1k, 5k, 10k mass) and incur differnet penalties on the starship's acceleration/max speed/maneuverability ratings.
Oh. And I do like the idea that prestige points could be used for this sort of thing. So obtaining and installing a "special modification" module would work like this:
1. Do a ground/space-based quest sequence to get a limited run schematic. (I don't like the non-tradable objects. If you wanted to limit proliferation of special items, make quests you can actually fail. No more of this "try, try again" garbage. Every character being unique would be much cooler than every character having every badge and have collections of identical trophies... Saying this probably detracts from my point, though.)
2. Take the schematic to a trusted shipwright. Have him/her experiment on it to match the specifications that you want out of it.
3. Install the object. This incurs a prestige penalty... One that actually makes sense. "You want to put an item of questionable legality on your ship? Hmph." As an added bonus, let smugglerswiththe appropriatelevel of underworld equip thesefor a slightly reduced penalty.
I love this idea.
Make it more modular though. Make lots of different special mods and assign a value to them.
Say, a POB gets 4 special mod slots, a heavy fighter gets 3, medium gets 2, light gets 1, and the Clone Relics get none. Something like that.
Then have lots of different special modules, crafted by shipwrights and looted. Better modules take up more mod slots.
Example:
Add an ordnance slot: takes up two special mod slots. Adding a pilot-controlledblaster slot also takes up two (could be interesting to toss a couple pilot-controlled blasters into a POB ship.
Maybe have modules that add 5k mass capacity to a ship for every mod slot you use up. Something like that.
Manuevering thrusters that increase the maneuverability of the ship. I like your backup reactor and secondary shield ideas.
It really has a lot of potential.
Imagine a POB with turrets AND two player-controlled blasters. That would be fantastic.
-Falin