#Powercell System Rework

10 messages · Page 1 of 1 (latest)

flint helm
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The current powercell system feels like it's not as engaging as the other systems and I've identified a couple of things I think are the cause but also a couple of solutions to it.

  1. Lack of choice. Yes, you can pick which cell is in the first spot to choose which bonuses you get, but this only ends up mattering if you are pushing overdrive. All other times, your upgrades are all or nothing. If you're not pushing OD, there's never even a reason to open this system.

  2. Temporary upgrades. The fact that, if you're not pushing it, you only have the bonuses created by completed loops also contributes to just ignoring it most of the time.

What I propose is a slight change that I think will be more engaging:

  1. Mix and match bonuses. Rather than switch between a set of four bonuses, each column is individually chosen between a growing list of options as you progress. More player choice to put more power where they want it.

  2. Rows permanently stay filled until a new loop is hit. If you fill the top row that's that. You get to use that row to get whatever bonuses you move up there, even if you do pushing OD. As more rows are unlocked, more rows can stay filled. Once you hit a loop, they all drain and you have all bonuses upgraded permanently and can start filling again.

It's not a big change from the current system. I don't think it unbalances anything and only smooths out some curves, but I think it'll do a lot to encourage more engagement with it and make a lot of people happier as they push.

hollow burrow
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Rows permanently staying miiiiiiiiiiiight be ok. The issue there is just that you will even less often have any reason to run OD for more then the 1 second to trigger a new row/loop. Which is not great, at that point it might as well be just individual thresholds for everything almost

burnt quiver
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more milestones sounds nice

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rip crew milestones

flint helm
# hollow burrow Rows permanently staying miiiiiiiiiiiight be ok. The issue there is just that y...

This is a pretty good point, yeah. There has to be some middle ground to make this system more active, though, I think. What about this: rows don't stay active permanently but there's actually a period of time after pushing OD where the cells slowly drain instead of immediately losing their charge. As a player, that sounds annoying, but it definitely encourages more active consideration of OD and opens an avenue for more upgrades to slow down the rate of drain.

quartz drum
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At least part of this stems from only having 2 rows to work with currently

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In the future we'll get more which i assume leads us to getting more od speeds allowing us to get at least some partial fill even when not focusing od

sharp cosmos
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i don't think we'll get partials without focusing OD, pretty much no system in the game works close to optimal unless you have full focus, and there's only 1 oom between cell levels

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might be able to get away without the shard, but crew/module/amp are required

plucky crow
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Yeah, some of the partial upgrades feel effectively useless without the full loop though, e.g. Fixtures/FighterEfficiency are effectively never going to be beneficial to have at a partial loop as it stands now because you need to have Spliced Technician on OD speed to be able to reach a partial bonus