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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 2 posts ] 

What do you prefer?
First Idea Only 0%  0%  [ 0 ]
Second Idea, Three times the weight Only 0%  0%  [ 0 ]
Second Idea, Four times the weight Only 0%  0%  [ 0 ]
Modules Only 0%  0%  [ 0 ]
Modules & First Idea 0%  0%  [ 0 ]
Modules & Second Idea, Three times the weight 15%  15%  [ 2 ]
Modules & Second Idea, Four times the weight 85%  85%  [ 11 ]
None, please specify 0%  0%  [ 0 ]
Total votes : 13
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 Post subject: Weight Capacity & Modules
PostPosted: Sun Feb 01, 2015 10:29 pm 
Private 1st class
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I got the idea of a module that adds weight capacity to a mech, while losing a module slot, but as that isn't much trouble, the weight capacity the modules add is not so poor, but not so rich, but when combined you could carry an extra Call of Lightning or something, while the Modules have null weight. Also, talking about weight capacity:

1st idea: How about, to make the modules useful, each LEGS and TORSO, has a weight capacity, with, like, Torso Newbie having 100 kg capacity, and, let's say, legs Metal Walkers 30 extra weight. The last one was an example, of one of two ideas. The poor capacity of these is because they're newbie things, but, if you are wondering: What happens to the weight of the torsos and legs??? Easy. They aren't erased: The weight they have should be a fraction of the weight capacity they add. The fraction varies per torso and legs, like, for example, not necessarily these values, Galaxus Model A, being a level 30 torso, carries 1350kg, but a fourth part occupies the weight of the torso, having this weighing 312.5kg, rounding it, always up, to 313kg, making the real capacity of 1037kg.

2nd idea: This idea is linked to the first idea but has some changes: instead of the fraction being a variation from each Torso/Legs, keeping the weight they currently have, their capacity would be three/four times their weight. This means, the heavier the Torso/Legs, the more weight you can carry.

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 Post subject: Re: Weight Capacity & Modules
PostPosted: Tue Feb 03, 2015 4:02 am 
First Lieutenant
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Joined: Tue Apr 08, 2014 4:45 am
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fabian77186 wrote:
I got the idea of a module that adds weight capacity to a mech, while losing a module slot, but as that isn't much trouble, the weight capacity the modules add is not so poor, but not so rich, but when combined you could carry an extra Call of Lightning or something, while the Modules have null weight. Also, talking about weight capacity:

1st idea: How about, to make the modules useful, each LEGS and TORSO, has a weight capacity, with, like, Torso Newbie having 100 kg capacity, and, let's say, legs Metal Walkers 30 extra weight. The last one was an example, of one of two ideas. The poor capacity of these is because they're newbie things, but, if you are wondering: What happens to the weight of the torsos and legs??? Easy. They aren't erased: The weight they have should be a fraction of the weight capacity they add. The fraction varies per torso and legs, like, for example, not necessarily these values, Galaxus Model A, being a level 30 torso, carries 1350kg, but a fourth part occupies the weight of the torso, having this weighing 312.5kg, rounding it, always up, to 313kg, making the real capacity of 1037kg.

2nd idea: This idea is linked to the first idea but has some changes: instead of the fraction being a variation from each Torso/Legs, keeping the weight they currently have, their capacity would be three/four times their weight. This means, the heavier the Torso/Legs, the more weight you can carry.


I've already posted about this (can't find the post though :roll: ) and my idea was that torsos have no weight but determine how much weight you can carry. Also, weight-increasing kits/modules could be fused into a torso to increase the weight limit. To balance this torsos should have a slightly lower weight limit so it doesn't add up to 1000 weight, to make room for weight modules.


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