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Suggestions / New perk/skill: experimental shipwriting
« on: October 01, 2021, 06:53:25 AM »
Ability to turn D-mods into built in mods depending on the D-mods on the ship
each D-mod may have multiple candidates for replacement as long as it involves a similar part of the ship
For example, Compromised Hull changes to Reinforced Bulkheads
another example is
Degraded Engines converts to Auxiliary Thrusters, Augmented Drive Field or Insulated Engine Assembly and you only get one of thoses
adds a bit of "high roller" playstyle where using junkers is a game of luck that can turn a junker into a ship capable of rivalling dedicated warships
at the same time poses a possible problem wherein certain mods you do not want on this ship may be added as part of RNG
objective of this making players using this playstyle to "endure" using "suboptimal" hullmods while also providing a very real chance to make a ship into an absolute powerhouse regardless of tech level or intended purpose
each D-mod may have multiple candidates for replacement as long as it involves a similar part of the ship
For example, Compromised Hull changes to Reinforced Bulkheads
another example is
Degraded Engines converts to Auxiliary Thrusters, Augmented Drive Field or Insulated Engine Assembly and you only get one of thoses
adds a bit of "high roller" playstyle where using junkers is a game of luck that can turn a junker into a ship capable of rivalling dedicated warships
at the same time poses a possible problem wherein certain mods you do not want on this ship may be added as part of RNG
objective of this making players using this playstyle to "endure" using "suboptimal" hullmods while also providing a very real chance to make a ship into an absolute powerhouse regardless of tech level or intended purpose