Hailing all Captains! Jeff "AdjudicatorHawk" Hamilton, Systems Designer with Thomas "TheCrypticCat" Marrone, UI Artist is showcasing the brand new Kit system! Learn about the exciting additions in this entry of the Season 9 News Dev Blog series.
Dont suppose we can have kit modules as powers rather than objects in the inventory? I know we just had a nice increase given to us but this change will swallow the increase whole in one foul swoop :eek:
Maybe have the device to learn the power drop but make it a consumable so it is effectively bound on equip.
Mind you how are these modules bound or are they currently bind to char or account?
I suspect this was only changed so you can "sell" new abilities via lockboxes/reps and so on.
People have been asking for this for a while. Lockbox monetization is icing on the cake. The Undine rep system will also have new modules, 2 for each class I believe. This new system also allows for Cryptic to add more ground abilities into the game and add more variety with ground builds. Of course, this'll probably fall flat on its face since ground combat is still lackluster.
Regardless of Cryptic selling new modules (Which technically they were doing with Embassy/Spire kits, just saying), existing kit modules can be combined differently this way. Its completely possible for my engineer to have for instance, a kit thats got the Flamethrower turret, the Quantum Mortar, Chroniton Mines, Transphasic Bombs and Shield Heal. That's pretty powerful and promotes being able to be creative with your powers.
Does this mean that our current kits will no longer work? ... And I will have to kiss my beloved borg sci kit goodbye after all these years?
Nope. Old kits won't be converted. Fleet kits have the option of being converted to the new kits. But you can totally rock the old school kits just fine. They're fully functional and so on. They're allowing you to opt out of the new system if you like it.
Dont suppose we can have kit modules as powers rather than objects in the inventory? I know we just had a nice increase given to us but this change will swallow the increase whole in one foul swoop :eek:
Maybe have the device to learn the power drop but make it a consumable so it is effectively bound on equip.
Mind you how are these modules bound or are they currently bind to char or account?
Right now on tribble dropped ones are bound on equip like current kits.
Hailing all Captains! Jeff "AdjudicatorHawk" Hamilton, Systems Designer is showcasing the brand new Kit system! Learn about the exciting additions in this entry of the Season 9 News Dev Blog series.
What will this mean for Kits we've already got, or extremely rare kits that were released but are not longer avaliable, like the Borg Science kit?
All your old kits will be fine an work a ok, it has been said by a dev that with mk 12 frame and v.rare modules, you can make your own version of the borg kit.
A universal belt. Choose what you need per mission.
I have an iphone - I choose what I want to use. You'd think by the 24th century you could do that with your kit as well.
That's a bit silly though. Your character has a career specialization. Those gears are what they're trained to use. What your saying is that someone with a degree in Industrial Engineering should also be able to know how to use stuff from the Biology labs just as well as a biologist.
The answer is NO! Class specialization exists for a reason. You can't have a free-for-all.
That's a bit silly though. Your character has a career specialization. Those gears are what they're trained to use. What your saying is that someone with a degree in Industrial Engineering should also be able to know how to use stuff from the Biology labs just as well as a biologist.
The answer is NO! Class specialization exists for a reason. You can't have a free-for-all.
That's a bit silly though. Your character has a career specialization. Those gears are what they're trained to use. What your saying is that someone with a degree in Industrial Engineering should also be able to know how to use stuff from the Biology labs just as well as a biologist.
The answer is NO! Class specialization exists for a reason. You can't have a free-for-all.
According to the trend with Cryptic too you are not allowed to keep what you grind for lol. They do more revamps/nerfing than anything when the game needs new content. They keep you grinding to keep getting back what they take from you in a never ending cycle.
Can't see anything particulary wrong with this change.
It offers ground configurations a lot more flexibility, even a bit of power creep, but in the context of ground combat this isn't too bad an idea.
The Voth ground zone has been a great incentive to look again at ground combat. I was quite a fan of Nukara ground too, though never really found my groove on Deferi.
Thus, mixing things up to give players a better grasp on ground powers is a good thing.
Not sure what this will mean for ground PvP. It will either give min maxers an advantage, or it will mix things up sufficiently that the playing field is levelled somewhat.
Comments
As to the revamp itself...I shall have to test some before I start passing judgement. Initial prognosis is optimistic, however.
But in all seriousness, I've tested the kits and love the new customization potential.
Maybe have the device to learn the power drop but make it a consumable so it is effectively bound on equip.
Mind you how are these modules bound or are they currently bind to char or account?
Still waiting to be able to use forum titles
That is just an added bonus for them, they've been talking about a kit revamp for a couple years now.
The leaked details regarding the Undine Lockbox would confirm these suspicions, if the leak was true.
People have been asking for this for a while. Lockbox monetization is icing on the cake. The Undine rep system will also have new modules, 2 for each class I believe. This new system also allows for Cryptic to add more ground abilities into the game and add more variety with ground builds. Of course, this'll probably fall flat on its face since ground combat is still lackluster.
U.S.S. Maelstrom, NCC-71417 (Constitution III-class/flagship) --- Fleet Admiral Hauk' --|-- Dahar Master Hauk --- I.K.S. qu'In 'an bortaS (D7-class / flagship)
EDIT:
Nope. Old kits won't be converted. Fleet kits have the option of being converted to the new kits. But you can totally rock the old school kits just fine. They're fully functional and so on. They're allowing you to opt out of the new system if you like it.
TRIBBLE Hydra! Hail Janeway!
...Did you even read the blog? Your old kits will still work! :P
You can test them on tribble right now
Right now on tribble dropped ones are bound on equip like current kits.
I'm neither for nor against the changes (probably stick with my current gear for old times' sake), but I am impressed at a job very well done.
What will this mean for Kits we've already got, or extremely rare kits that were released but are not longer avaliable, like the Borg Science kit?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
It said in the blog post, your old kits will be fine, they will not be changed or taken away at all.
I'm at work and can't spend much time reading completely so had to skim.
U.S.S. Maelstrom, NCC-71417 (Constitution III-class/flagship) --- Fleet Admiral Hauk' --|-- Dahar Master Hauk --- I.K.S. qu'In 'an bortaS (D7-class / flagship)
You can still use the kits, but they will no longer be obtainable (or crafted if they're removed from crafting).
And for people worried about their Borg science kits, you can MAKE YOUR OWN with the new system!
Maybe an engineering kit with a single tac module slot, etc?
Edit: Also, could you please amend the dev blog with a master list of the powers and to which specialization they're being assigned?
All your old kits will be fine an work a ok, it has been said by a dev that with mk 12 frame and v.rare modules, you can make your own version of the borg kit.
Oh. Please NO
Sad that you're not taking it far enough.
A universal belt. Choose what you need per mission.
I have an iphone - I choose what I want to use. You'd think by the 24th century you could do that with your kit as well.
Oh yes, it's gonna happen. No question about it. Maybe a year from now, we'll have cross-career kits.
That's a bit silly though. Your character has a career specialization. Those gears are what they're trained to use. What your saying is that someone with a degree in Industrial Engineering should also be able to know how to use stuff from the Biology labs just as well as a biologist.
The answer is NO! Class specialization exists for a reason. You can't have a free-for-all.
TRIBBLE Hydra! Hail Janeway!
I don't see why not.
We can do the same in space.
Yea, that would defeat the point of classes.
According to the trend with Cryptic too you are not allowed to keep what you grind for lol. They do more revamps/nerfing than anything when the game needs new content. They keep you grinding to keep getting back what they take from you in a never ending cycle.
It offers ground configurations a lot more flexibility, even a bit of power creep, but in the context of ground combat this isn't too bad an idea.
The Voth ground zone has been a great incentive to look again at ground combat. I was quite a fan of Nukara ground too, though never really found my groove on Deferi.
Thus, mixing things up to give players a better grasp on ground powers is a good thing.
Not sure what this will mean for ground PvP. It will either give min maxers an advantage, or it will mix things up sufficiently that the playing field is levelled somewhat.
Same as if you changed your specialisation in space.