Author Topic: More Than 3 Leadership Modules  (Read 3832 times)

paragon

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More Than 3 Leadership Modules
« on: December 25, 2014, 04:29:40 AM »

Currently you can turn on up to 3 LDR modules, which makes your choice pretty inflexible and stable.

I was thinking about ability to turn on any amount of modules, limiting its effectiveness.

Effectiveness of each module could be represented by some value X.
X always less than 33.(3)%. n - amount of turned on modules.
If you turn on >3 modules, effectiveness will become 100 / n.
So 25% for 4, 20% for 5, etc.

E.g. for Damage Resistance current max output 15.
100% effectiveness 15 / 0.(3) ~ 45.05
If you turn on 4th module, its output will be 11
If you turn on 5th module, its output will be 9

(I'm partially using indirect calculation for the max output, I think there is better way to calculate it without knowing "max potential output").

This change will be pretty gentle. Nobody has to use >3 modules, as 3 modules are staying the most specialized way to share bonuses. But it provides more flexibility/versatility for cost of effectiveness.
« Last Edit: December 25, 2014, 04:32:29 AM by paragon »
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3.14

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Re: More Than 3 Leadership Modules
« Reply #1 on: December 25, 2014, 05:10:13 AM »

Would it affect the effects of all active modules or only the ones turned on as 4th, 5th and so on?
Bonuses to critical stats don't need to be maxed, having 3 'offensive' bonuses on at full power and 3 critical stats at +1/+2 would be a big bonus.

And how about going the other way? You could turn on just one bonus to make it more powerful (like +50% fire dmg ^^).
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FrankenStone

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Re: More Than 3 Leadership Modules
« Reply #2 on: December 25, 2014, 05:19:05 AM »

would be OP imo and we dont know how it works with high server poupulation bur at current state FTL rarely used ...
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paragon

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Re: More Than 3 Leadership Modules
« Reply #3 on: December 25, 2014, 05:32:08 AM »

3.14, the "effectiveness" is the same value for all and each module, this way every module after 3 will decrease effectiveness of itself and all other modules.

I'm going for variety with my suggestion not giving any boost to current values.

And yours... sounds scary. Obviously dangerous in a balance sense.
« Last Edit: December 25, 2014, 05:34:03 AM by paragon »
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nailbrain

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Re: More Than 3 Leadership Modules
« Reply #4 on: December 28, 2014, 05:25:08 AM »

http://fonline-aop.net/forum/index.php?topic=548.msg16489#msg16489
it my old suggestion about that numbers are figurative
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paragon

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Re: More Than 3 Leadership Modules
« Reply #5 on: December 28, 2014, 05:39:36 AM »

Okey, but you suggestion is completely different. New trait, only for specialized character which will lead for need of characters: for such amount of people, and for less amount of people. Good leaders will just create x such characters and will always fill needed amount of people in OP 4 LDR modules groups.

My suggestion is open for everyone anytime and doesn't require any changes in the characters.
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nailbrain

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Re: More Than 3 Leadership Modules
« Reply #6 on: December 28, 2014, 07:25:49 AM »

just felt the need to share the general idead
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