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Random bandit weapon modifier

 
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khaibar
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Joined: 14 Dec 2007
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PostPosted: Wed Feb 12, 2014 10:47 am    Post subject: Random bandit weapon modifier Reply with quote

http://forum.mobrulestudios.com/viewtopic.php?p=154311#154311

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Quote:
From: Frizz
To: khaibar Sent: 5:53pm 2-20-14
Re: Helo =)

Sounds interesting ... any community support?

_f


Last edited by khaibar on Fri Feb 21, 2014 6:42 am; edited 1 time in total
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tomohawk
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PostPosted: Wed Feb 12, 2014 2:32 pm    Post subject: Reply with quote

Anything is better than doing nothing at this point. I could care less if you turned all the bandits purple and called them oompa loompas. Bandits are the only thing there to fight anymore, may as well have some attempt at making it entertaining.
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danielsan
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PostPosted: Fri Feb 21, 2014 12:57 am    Post subject: Reply with quote

It's an interesting idea for advanced bandits. It might make things a little spookier still. Although bandits at current hardly ever miss, making them very deadly with the right mods.

I reckon the biggest problem with your idea is, that it doesn't take into account the bandit unit level. Which means that a simple bandit can have a railgun or obliterate canon. New players will not thank you for that.

So it might be wise to add this only for elite/advanced bandits.
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khaibar
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PostPosted: Fri Feb 21, 2014 1:19 am    Post subject: Reply with quote

Update only affects pvp planets

Taris / Riona (training planets) are not affected

Aldus is not affected but can be in the future.

Also they don't have guns on them, the mod-types of their existing guns are changed. Ie a weak gun is still a weak gun, it only has an effect now. Many of which won't matter. For example a 5 damage EMP won't do much. But a mag 5 damage might. So it gives all units some edge without making them OPed.

This is basically to end the statico of bandits. This update will make them some what harder to kill (if they get Vamp), dish out more damage in some scenarios (EMP) and have some passive effects (RAIL,Blind.....). So nothing OPed. Not to mention that there is a chance that they won't get any modifier and modifiers have weights that can be changed. If we discover that the rail effect is doing a lot of damage (or mag to be more realistic), we simply decrease its weight and make it rarer. At the moment Acid and Aemp are excluded but can be changed (small weights can be given).

I think this is a needed update, if it turns out to be OPing bandits, we simply increase the weight of not having any modifier by a lot and make bandit modifiers some what rare (ie 10% per weapon). Thus make it an interesting encounter that would spice up bandit grinding.

Any issue related to some modifier or all modifiers can be fixed by modifying the weights.
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khaibar
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PostPosted: Sat Feb 22, 2014 11:24 am    Post subject: Reply with quote

Included aldus, doesn't affect existing modifiers and 50% chance of changing a modifier
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Trerro
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PostPosted: Sat Feb 22, 2014 4:31 pm    Post subject: Reply with quote

I would suggest also upping their xp to go with the increased difficulty, but definitely a good idea.
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haloguy48
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PostPosted: Sun Mar 02, 2014 2:22 am    Post subject: Reply with quote

Trerro wrote:
I would suggest also upping their xp to go with the increased difficulty, but definitely a good idea.



^^^ This

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