biomods

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jujuboa
Posts: 36
Joined: Sat May 12, 2012 1:25 am

biomods

Post by jujuboa » Thu Feb 26, 2015 1:43 pm

I think the game would benefit if there were more bimods. But simply increasing the number of biomods dropped would allow people to determine the good ones too quickly. So i propose that the effect of biomods be doubled and the number of biomod slots per weapon be halved. This would increase the effect of biomods while keeping the randomness and uncertainty.

Some additional suggestions.
Allow for recipies to craft biomods using the biotechnology skill. There could be different recipies with a different rate of good biomod drops for both armour and weapon biomods.

Finally you could allow 4-D copiers (but not duplication) to copy biomods again maybe at a reduced succes chance.

Thanks

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