Originally posted by Exar kun:A feature thats already in, however it can be easily overlooked but as the user above said when you have dozens upon dozens of towers you just won't have enough mods to install in most of them nor can you be bothered to spend the time incessantly clicking even if you did have over a hundred mods to use. So you'd have a system that can be flexible and changed, but not overly tedious, with balance controls and a cleaned up upgrading UI that keeps the spirit of things, without bogging the player down overly much. 1 or 1% passive bonus for each tier you leveled the counter up. Kinda like in Borderlands, with their achievements, that gave like. Instead of the gobs of tower mod drops, make them more like the bio samples - the more piercing mods you get, the better piercing, as a cumulative upgrading. You know, change things based on the biome and fauna you face on each map, adapt to your environment, etc.Ĭould have an associated cost or cooldown as a lever for balance and control, so you're not hotswapping in combat or doing some freaky macro stuff to get rainbow element vomit, etc. So to go back to the Sentry tower, you could configure it to be piercing, have element resist, and consume less ammo, but them drop on a map with thinner swarms, and swarthier heavies, so you swap piercing for some damage over time, the element resist for physical, and the less ammo for minor self repair. A railgun tower might have 3 offensive slots. So a level one sentry wont benefit from the defensive and utility mod, not till you upgrade it. And as towers level, they get the next one active. Like sentry would have one of each: O | D | U. A short, informative piece of news about our objectives for the upcoming months. ![]() EXOR Studios is back from holiday Our plans for early 2020. an overview of the campaign mode in the riftbreaker. Global tower sheet, mods are offensive, defensive, or utility, each tower has a unique combination of slots. A summary of early design goals for the campaign mode in our upcoming title, The Riftbreaker. ![]() The Bio Speed mod fixes this issue and allows you to manually control the speed of scanning at the following rates: x2. or go the weak/simply route and have a mod building that applies mods to multiple towers somehow. Bioscanner is an absolutely essential item for cultivating new materials, but every The Riftbreaker player knows just how long and grindy the Bioscanner can be. Make repairing 1-click from some building or screen to all your weapons currently in your inventory and possibly have a repair kit or the instant repair skill apply to what weapons you currently use. ![]() Losing a mod tower with said weapon would not be much of a loss as the weapon drops but maybe have a (GASP!) durability system that isn't crushing or overbearing but would limit abuse to a limit. To the OP, I think the devs should do one better, why have towers with mods when you can (in addition to) have mod towers! a empty tower with nothing unless you install a weapon, which would be one of the many mech weapons you can craft. A feature thats already in, however it can be easily overlooked but as the user above said when you have dozens upon dozens of towers you just won't have enough mods to install in most of them nor can you be bothered to spend the time incessantly clicking even if you did have over a hundred mods to use.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |