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View Full Version : Idea - Illegal Mods



Judge
18-06-04, 01:50
I'm trying feverishly to give players some sort of reason to actually visit the rather superb outzone jail. So hows this for an idea:

They (at OZ jail only) sell mods for both Psi and normal weapons which are quite a large bit better than other mods, either by giving more + to damage or whatever, or combing the effects of two mods into one. BUT. They are pretty damn expensive, and if you are seen by a copbot carrying a weapon (including if its inventory) which is illegally modded then you are KOS by the bot. Oh, and these mods are also unresearchable.

Whatcha think?

Benjie
18-06-04, 01:54
Thats a good idea, but if it's unimplamentable (which i suspect it is) then what about if they are confiscated if taken through the Gene Replicator or put in the Go Guardian? I have thought about the prospect of illegal items for a long time, and my best ideas where that they dropped of certain mobs in the wastelands. You then would need to haul them all the way back to Neocron on foot, and store them purely in Cabinets and other non-electrical containers. This would add a smuggling element to the game also.
I really like your generall idea, and any way illegal items can be implamented is a thumbs up in my book. 5 stars and a vote for yes.

QuantumDelta
18-06-04, 02:15
Simple yup, nothin to add.

Rai Wong
18-06-04, 02:32
lol QD got into naruto? i got bored of the I have to protect, from japanese anime. Its always about mamoru something. Protect the people that are precious to me. Naruto owns anyways lol.

You should be a sannin for somebody as smart as you.

QuantumDelta
18-06-04, 02:37
Too much like the idiot to be like the pervert ;p

Judge
18-06-04, 02:39
Oi oi... stop this crazy anime discussion right now. :mad:













:lol:

Dribble Joy
18-06-04, 02:41
hmmmmmmmmmmmmmmmmmm

I had an idea for illegal/special mods a while ago.

Mods that allowed a weapon to go past the 120% limit, but trippled (or more) the quality loss. Help n00bs and possibly aid against specialisation.

Oi oi... stop this crazy anime discussion right now. :mad:


Yarrr, see my sig, go listen to Half Man Half Biscuit.
None of this anime nonsense.

Rai Wong
18-06-04, 02:57
Lol QD I was thinking you could be orochimaru.

anyways back on topic, I think DJs idea of making the weapon lose condition real fast is a good idea. I think add this to the idea that cop bots are going to shoot you make a lot of potential for interesting play.

Benjie
18-06-04, 03:03
If illegal weapon mods are so good, and so illegal, then surely they would not be protectd by a safe slot?

Hence: If you die with an illegaly modded weapon in slot 1, you can *still* drop it!

:eek:

:D



I had an idea for illegal/special mods a while ago.

Mods that allowed a weapon to go past the 120% limit, but trippled (or more) the quality loss. Help n00bs and possibly aid against specialisation.

Great idea! Although personally I think the weapons should degrade 5x faster.

Koshinn
18-06-04, 04:43
I like your ideas about illegal weapons, but not being able to put them through the gogu or genrep seems impossible...

Btw rai, nice sig. I really like it. :p

Tank!
18-06-04, 04:51
Sounds like the star wars galaxies slicing system where players can illegally modify the weapons to upgrade their damage/speed or even armor to lower their encumbrance (the cost of wearing the armor) or increase their protections. These modifications of course will make you a random target for imperials to search you and then optionally fine you via credit or negative faction standing if you are found to have illicit materials.

Honestly I doubt this idea would be implemented, but considering KK's recent activity it might get a look. You should consider reivisng this system to be a bit more practical as a trade industry also? This might throw off the current balance of weapons in the game though since illegally modified weapons would be the edge in PvP.

Edit:

I thought of a possible system that would also address the current problem with the economy thats been pointed out recently on the boards. Consider the following.

You do have that NPC selling the illegal mods and they cost a fortune to purchase, but it comes as a kit that can modify things randomly. After this, you require a constructor (maybe a repairer or recylcer?) with sufficient skill to apply this mod, the catch here is that the mod will have the possibility to modify a certain attribute at random and at a certain value of modification. This makes it pretty similar to the SWG version of this feature, but with a little more practical use in the economy for tradeskillers.

This idea is still a little flimsy I think, see if some others can toss in better suggestions that are a little more focused on balance.

Plight
18-06-04, 05:54
I REALLY like this idea. At first i was thinking "pfft, then everyone would just get this ubar mod, and it would become the new standard". But if was an exception to the rule regarding item safety and electronic means (gogos, generep, safety slot) It would generally be only used often by "hard core" players. And should only be sold to runners with neg soul light (goes without saying since its in the jailhouse).

Perhaps it should be safe to genrep as long as you dont generep from/to anywhere inside city limits though.

I see 2 problems however, LE users and multiple char servers.
Maybe it should be a requirment to have no LE in. Especially seeing as how a runner with a LE in cant even truly be a criminal with the current system (aside from killing faction guards?)
On multiple char servers youll simply have the mule system to get these mods, but nothing can really be done about that.

Judge
18-06-04, 14:36
I'm torn between no inner city genrepping, or just no genrepping at all.

No genrepping at all would be cool, because like Benj said the smuggling thing, but tbh I think that it would just be too irritating for even the most hardcore person.

Personally, I just think that anyone with a LE in should get KOSed by the Jailhouse guards, even if they are low SL.


Mods that allowed a weapon to go past the 120% limit, but trippled (or more) the quality loss. Help n00bs and possibly aid against specialisation.

Hmmm.... yeah thats cool as well, though if you applied most of the restrictions that are in this thread, no gogu, no inner-city genrep and no safeslot (another good idea btw) then I'm not too sure about how much quality loss it should get. You need to strike up a balance between hard to use and just not worth it.

Tank!
18-06-04, 14:39
Well I guess a downside to the hacked weapons would be an overall quality loss. Infact that makes a hell of a lot more sense for some kind of balance. The bigger the mod to the weapon/item the shorter the lifespan of the item itself.

El_MUERkO
18-06-04, 15:44
Good idea but i'd skip the copbot shootiness, that sounds to complicated to produce, maybe the person buying the mod has to have -16 soul light to get the NPC to deal with him.

So you have to be naughty, pay alot of money and risk being killed and dropping a nice belt to get the mod.

naimex
18-06-04, 17:52
Nothing is wrong with the idea.. but itīs not implementable..

not without serious alterations to the code..

it simply wouldnt be worth the time to write it...


Not in my opinion that is... It would cause bugs.. random people getting killed by copbots, and such things..

It would cause people complaining.. people whining about the new overpowered mods, and the injustified slaughter of their person for walking in a city zone..

Just not worth, something we already have so much of....

QuantumDelta
18-06-04, 18:32
Nothing is wrong with the idea.. but itīs not implementable..

not without serious alterations to the code..

it simply wouldnt be worth the time to write it...
Lies :p

naimex
18-06-04, 18:35
Lies :p

Script to keep track of weapons and items with these mods

Script to keep track of the location of these weapons and items

Script to make the copbots respond to them



and then have it all merged into the current scripts..


I have a baaaad feeling about this....