RESEARCH POINTS | Your ideas and suggestions of approach
Kudos for you, Pathfinder.
We are most likely going around in circles while we wait news on the next patch (that sliver of a hope for more meaningful news next month) and most likely everything we talk now is repetitive.
Although some of us have spoken about Research Points, and we got many who think we come across too few RP (regarding Heleus and Remnant RPs mostly) during the game, I’d like to know your particular opinion and, if you have something in your mind, suggestion and idea on how Research Points should work in the game.
I have several ideas, one and another already stated throughout threads on these boards. So, I’ll refrain myself to point out one idea that’s been on my mind bubble these days. Notice that this is mainly to vent ideas a bit. It is very unlikely any of those will ever make it to the game, but you are very welcome to try any approach you want: an easy to implement or another you want simply to share. :eahigh_file:
SCANNING USE
Somehow like it already works, you would scan technologies around the planets. The addition would be scanning weaponry, mods and the likes, the first time you encounter each equipment, by looting or buying, it would boost a significantly amount of related RP. You would also be allowed to craft it (blueprint researching would exist only for exotic|unique equipment).
Blueprints would be a base layout of any equipment. From there, you would spend RPs for improvements, and not spend every time another great chunk of RPs for every single equipment level, as if you couldn’t use the previous level as a base. Besides, some people would prefer routing their improvements differently.
RESEARCH POINTS
You would use them by targeting your interests upon specific equipment. Instead of an overall improvement, you would spend amounts of RPs, usually a customized amount, to improve directed crafting. You would, for example, spend RPs to improve damage of a certain weapon. That amount of RP would be little if you wanted to improve just a little damage for that weapon. You would spend more if you wanted more improvement. Weapons would, in that setting, have no upgrading levels. That’s mainly labelling, not a real issue nor necessity, imho. Although, if it would appease a margin of the fans, after spending a quantity of RPs, levels would pop up, and perhaps an overall improvement upon the equipment, as a bonus, could occur.
However, one should pay attention on eventual drawbacks. Nothing too expressive as Fusion Mods, but let’s just say that too much damage improvement could make your burst fire impressive, but could have a high recoil or lower the damage rate. Whereas improving too much of clipping size could make the weapon heavier, increasing a bit your cds.
Each equipment, though, would have locked settings based on the amount of RPs spent on their different capacities. Many of these would be based on a seemingly balance or a couple of combinations which would bring forth certain unique features. An example: improving Avenger 8’s damage and firerate beyond, say, 200 each. By doing so, it would unlock Avenger 8’s Flare Blast ability, something that would make every 10 shots to prime an explosive burst, when consecutively shooting.
Other equipments would work in similar fashion, while you would channel your RPs to particular features you wanted to improve here and there, while unlocking special features contained in equipment based on your customization.
Of course, weapons would have limitations on the amount of RPs allowed to each of their features, being able to tweak them through mods and augmentation or potentially starting to cost more and more RPs to improve features beyond certain numbers.
That would cover the simple vibe around the idea. Your turn.
As hard as it is to believe, this is not a secret plan to destroy the franchise, so try to keep it civil.