Post by quicklite on May 21, 2013 12:55:49 GMT -5
As I was browsing the roadmap, as I usually do, I came across this little bullet in Build 51:
'protomods won't drop anymore'
As ridiculous as this may sound, given how useless these things are, I'm thouroughly against this. Here's three reasons why:
Crafting Potential
Simple as that. They can be a basic item, a sort of template that you could use to make other things. Perhaps they could be used to craft certain gun parts, an explosive 5th trigger, etc. In fact, you could make different kinds of protomodules, which drop from different enemies, and can be used to craft different types of things. They could add a new factor to crafting that will make them easy-to-obtain, but still incredibly useful resources.
Special Modification
A raw protomod will look pretty, but not really do much. What if you could change that? You could rig it to, well, actually explode of course, but it has way more possibilties. It could be a shield/health regeneration field, it could be a smoke cloud (as mentioned in the roadmap ^^), it could be a corsair-esque heal, it could be a debuffer, it could set you and allies in the blast on overdrive. The possibilities here are almost endless, and should be explored a little.
Fun!
Ironically, you know what the first thing I was gonna do once the new build game out? Buy/find a bunch of coins (depending on how that all works, and if you can find them >_>), buy a few really high level protomods, craft em, then let out a massive explosion when it just felt necessary :P. But in all seriousness, there's really no reason to take these out even if you don't do any of the above to them. They are fun! You can try and collect as many of them as possible, craft em up, and your reward is a bada$$ aesthetic-but-still-awesome thing that makes you look like a boss for a few seconds ^^. Why fix something that ain't broken?
'protomods won't drop anymore'
As ridiculous as this may sound, given how useless these things are, I'm thouroughly against this. Here's three reasons why:
Crafting Potential
Simple as that. They can be a basic item, a sort of template that you could use to make other things. Perhaps they could be used to craft certain gun parts, an explosive 5th trigger, etc. In fact, you could make different kinds of protomodules, which drop from different enemies, and can be used to craft different types of things. They could add a new factor to crafting that will make them easy-to-obtain, but still incredibly useful resources.
Special Modification
A raw protomod will look pretty, but not really do much. What if you could change that? You could rig it to, well, actually explode of course, but it has way more possibilties. It could be a shield/health regeneration field, it could be a smoke cloud (as mentioned in the roadmap ^^), it could be a corsair-esque heal, it could be a debuffer, it could set you and allies in the blast on overdrive. The possibilities here are almost endless, and should be explored a little.
Fun!
Ironically, you know what the first thing I was gonna do once the new build game out? Buy/find a bunch of coins (depending on how that all works, and if you can find them >_>), buy a few really high level protomods, craft em, then let out a massive explosion when it just felt necessary :P. But in all seriousness, there's really no reason to take these out even if you don't do any of the above to them. They are fun! You can try and collect as many of them as possible, craft em up, and your reward is a bada$$ aesthetic-but-still-awesome thing that makes you look like a boss for a few seconds ^^. Why fix something that ain't broken?