[Suggestion]Ship mod as random additive.

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stillsuit
Posts: 73
Joined: Thu, 23. Nov 23, 14:53
x4

[Suggestion]Ship mod as random additive.

Post by stillsuit »

Ship modification gatcha is a bit frustrating. For most weapon mods it also splits weapons from perfect sync with each other by forcing different cooling, rate of fire, range, etc.

And you can overcome it (to some extent, pray to the random gods) with a savescam, which is also frustrating because of long load time.

I suggest make all shipmods into the random additive to already existing one instead. So when you reroll mod (in-game - without saveload) it never became worse than what you already have, instead just adding it's value to existing ones.
It still random enough that you could spend quite a lot to get a perfect (with all stats maxed) mod, but at least you have a legit chance to do that!

Let's say I installed 'Obliterator' modification on a new gun.
It rolls and gives me________________________ +10% Damage, +10% Cooling, +20% Stick, +25% Rotation.
Than I reroll and new roll gives_______________ +15% Damage, +9% Cooling, +10% Stick, +30% Rotation.
When we add 2 together (and respecting cap)___ +25% Damage, +19% Cooling, +30% Stick, +30% Rotation.

These are current values, you can ofc tune it down, as with additive you can always upgrade further, without the fear of losing a good mod.

Modification with both negative and positive values will be a bit trickier, maybe allow for negative mod (when its negatively affecting player) only on the first roll and not on rerolls.

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