#Synth Module Next Effect

21 messages · Page 1 of 1 (latest)

grave steppe
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I couldn't find any discussion on this, so figured, I'd post a suggestion here.

It would be nice, and perhaps slightly more in-line with rest of the game, if the popups info on each module showed the current effect and the how much the next effect is more than the current, instead of the total next effect. This way, you can compare two options (synth module vs say warp power) to see which one you want to focus on more, rather than having the player take out a calculator and figure things out.

Basically a random example:

Next Effect: Bonus to applied research: x1.5```
instead of:
```Next Effect: Bonus to applied research: 3.00e3```
pure meteor
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Make this as an AI upgrade 😄

vale glade
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Noooooo it's literally just a UI change

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Build it into the game by default

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Smfh

pure meteor
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I guess that's too much effort and mostly for nothing 😮
becasue we have so many additive/multiplicative (and mixes of those) upgrades

quiet cedar
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I would rather see Next Effect: Bonus to applied research: 3.00e3 (1.5) because it shows both the new value and the increase.

rigid bronze
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the problem is that as the module upgrades that works less and less

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like

Next Tier Effect: Damage x1.818```
but then
```Current Effect: Damage x2.00e4
Next Upgrade Effect: Damage x1.5```
```Current Effect: Damage x3.00e4
Next Upgrade Effect: Damage x1.333```
```Current Effect: Damage x4.00e4
Next Upgrade Effect: Damage x1.25```
The actual upgrade isn't changing, it's just an additive vs a multiplicative increase
vale glade
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Correct, this is fairly obvious

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It should still be displayed

quiet cedar
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Yes, that is how the upgrade works, and players are not choosing which modules to upgrade based on the gain they get. I don't care how much the effect is multiplied by on each upgrade, but rather what the upgraded value is. For me not showing the new value would be useless.

If you want other values I would suggest something like

Current Effect: Damage x3.00e4
Next Upgrade Effect Damage x4.00e4 (1.25)```
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Or something like that

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No reason to remove the current information as it is useful

vale glade
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I never said to remove current? Oh, OP did

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Yeah bad OP

quiet cedar
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I wasn't replying to you, rather the person before you as I wasn't scrolled down far enough to see your reply

grave steppe
# quiet cedar Yes, that is how the upgrade works, and players are not choosing which modules t...

I don't care how much the effect is multiplied by on each upgrade, but rather what the upgraded value is.
This would be a solid point, if not for the part where half the game tells you just what the multiplier is, and not the final value. For instance, take a look at any of the warp power-ups. You can see whether the next level will give you x1.2 or +0.1, it doesn't tell you the next level will be x2.4, or x2.5 etc... Same for crew, or research (though that's a counter that steadily applies as it increases to the multiplier total).

...players are not choosing which modules to upgrade based on the gain they get.
Maybe true. But I think people play the other way around - they choose which area to focus their time on based on the advantage they can get. If you had to pick between spending 10 hours getting a synth module for research level up in order to gain x1.2 to AF vs spending the same 10 hours getting a fixture to level up which gains you x1.5 to AF, chances are high that you pick the fixture route. Either case, this is a moot point, cause people could play different ways and get different enjoyment out of it.

grave steppe
# quiet cedar No reason to remove the current information as it is useful

Sure. That's fine too. End of day, having the multiplier displayed as well, is a good thing to have.

I only removed it from the starter post, because I was trying to highlight that this seems different to the rest of the game, where it displays just the multiplier (or the additive) value, and the total power-up applied.
But, I am totally fine with showing the total next effect along with the multiplier (or additive) being added for each level.

grave steppe
# rigid bronze like ```Current Effect: Damage x1.10e4 Next Tier Effect: Damage x1.818``` but t...

Actually, reading your example makes me think that my original suggestion is being misunderstood.
The example I gave in original post was just a random madeup scenario. Maybe research is a bad one, or saying x1.5 was incorrect on that example. Sorry for that.

What I meant was to show what modifier value is being used - whether it be multiplicative or additive.
Using your example, I was thinking that it would be better to show:

Total Effect: Damage x2.00e4
Next Upgrade Effect: +1e4 / level

for a multiplier one, it would say:

Total Effect: Ounts Given 10.5
Next Upgrade Effect: x1.5

Now, if people want the next value as well, then sure just add that in. Like so:

Next Upgrade Effect: x3.00e4 (+1e4 / level)
Next Upgrade Effect: (whatever 10.5x1.5 is) (x1.5)
quiet cedar