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Should there be offensive (power) modules?
Yeah! 64%  64%  [ 9 ]
Nah (Reason/s) 36%  36%  [ 5 ]
Tweak (How?) 0%  0%  [ 0 ]
Total votes : 14
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 Post subject: Re: Power Modules
PostPosted: Tue Jul 23, 2013 11:04 am 
Second Lieutenant
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I would like to know why the other 2 voted no... Just voting no is no way to try to improve an idea really...

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 Post subject: Re: Power Modules
PostPosted: Tue Jul 23, 2013 11:28 am 
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would there be a way of indicating to opponents if you had power muduals equipped?

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 Post subject: Re: Power Modules
PostPosted: Tue Jul 23, 2013 12:10 pm 
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lilconquer wrote:
would there be a way of indicating to opponents if you had power muduals equipped?


That is a good question... Maybe only a total of 3 types of damage or resistance modules can be mixed?

For example....

A players could have 2 power type modules and 1 resistances type module. They can't have 3 power modules and 1 resistance module equipped at the same time though.

That way, they can show the power type modules with out having to make three more slots just for them.

Just my thoughts on how they could be displayed anyways...

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 Post subject: Re: Power Modules
PostPosted: Wed Jul 24, 2013 5:18 am 
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Actually, if there's power modules, why not power kits as well? xD
This sugestion is just for the power modules atm, but the power kits would be a natural addition later on if this is actually made.

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 Post subject: Re: Power Modules
PostPosted: Wed Jul 24, 2013 9:28 am 
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im going to say if there's no way of telling who has this equipped im going to say no. plus it will give the person with the 1st 2 strikes a HUGE advantage

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 Post subject: Re: Power Modules
PostPosted: Wed Jul 24, 2013 9:48 am 
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lilconquer wrote:
im going to say if there's no way of telling who has this equipped im going to say no. plus it will give the person with the 1st 2 strikes a HUGE advantage


Well to display it, they could just stick it here...

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I do agree that the oppent that starts first may have a better advantage. I personally think it could be balanced, just because a mech has more power does not mean it will be better.

How strong does everyone think these modules are going to be? I think it may be best to talk about numbers so we all have a value to look at here. Which will help better judge this module I think.

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 Post subject: Re: Power Modules
PostPosted: Fri Jul 26, 2013 5:26 am 
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lilconquer wrote:
im going to say if there's no way of telling who has this equipped im going to say no. plus it will give the person with the 1st 2 strikes a HUGE advantage

There would definitely be a way to know if the enemy has power modules equipped, just not sure how xD Nick's ideas seem fine tbh.

And I see the new issue brought forth; power modules giving a fixed increase in damage, or a % of increase? However I'd have to suggest a fixed increase for a module, as this gives me the idea of a "Energy Field" to replace the shield and give more offensive power instead of defensive, and that I thought of power modules as a product parallel of resistance modules, which give a set ammount of defense. I'll make the suggestion for the energy field separatedly from this one ofc, and I guess power modules giving a % increase would be within the tweak options, just not in the original idea (a Yes vote). Still, I'm not confident enough to throw any numbers around, so I'm just suggesting the skeleton of the idea, which is a module that increases offensive power.

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