Back, before firefall received it's first coffin nail in the rather botched crafting upgrade with the irreversible breaking of equipment, I made this post in an effort to bring frames in line with their lore - simply equipping final parts with a more or less random stat spread was and is no "tuning" for me as opposed to the lines in the stories where 'gangers modified everything in their plattform.
It's existing only between the lines, but I intended to have two weight values, a total weight and bearing limit; "internal" components would have no weight, but exposed parts like armor, weapons, jets, reactor and the like would have either weight proportional to their worth or a higher draw of power and computer cycles where applicable.
i know half of the lore is not applicable anymore, but being a mech/tech nut I do really would like to see this system where fine tuning actually let's you customize handling your character to your preferences in a revolutionary way.
I do have seen games that give you some part modification that change your stats, but not extensive as this and it was more cosmetic than anything.
The current technology choices are too narrow.
It's all off-the-shelf, despite the lore claiming survivors retrofit their holmgang frames to near lethal levels to survive.
All we can change is what lego block wie put on our toy.
Suggestion: provide more "parts" and pieces along the specialtys of the different producers instead of fully grown modules.
Their frames (T2+) are unlike the T1 holmgang frames military graded, though, so even a fully upper quality fitted accord frame shouldn't be able to hog a brand battleframe's limelight too much - they still are customizable like a T1.
The accord is more of a rag-tag resistánce of survivors employing guerilla tactics against the chosen oppression than a standing army after all.
This also takes looting into account, so in the future sometimes you can find that piston in a dead bug you couldn't print allowing you to finaly wear a better armor.
This list is not exhaustive yet. Make suggestions.
except the core software, everything is printable - allowing you to further customize it utilizing different hybrids.
Software upgrades will be awarded through quests and pvp tournaments.
In general, the heavier a frame is, the slower it moves, the lower it's jump height, the higher it's health and damage reduction go.
The more surplus power you have, the better passive systems work (like recharging abilities or passive healing, longer sin range).
The more surplus cycles you have, the further away your SiN lights up foes, tracks them longer and the better your passive heal is.
Some pieces need to be interchangeable even between branded frames as the fundamental operation of a -for example- piston won't differ between two fabrications or -for example- a core could be retrofitted with different software.
As such, the core can be moved as single module between frames and is the only item you don't need to duplicate, everything else needs to be on storage to be able to activate the frame utilizing this item (meaning you can't put any other item on two frames at the same time).
Experience points for unlocking are used up learning and being tested for your or your team's knowledge (experience) with maintaining said part before you are allowed to tinker with it on the printer
Also, as nano fabrication is somewhat the holy grail for recyclers, eco-environmentalists and socio-economs alike, any printed part can be recycled at some crystite cost (the better the higher), but fully giving you the hybrid ore back.
That's the point of nanofabs: Using just what you need, returning everything used. Finalized, nanofabrication is 99,99% waste material free (not considering energy production).
It's all off-the-shelf, despite the lore claiming survivors retrofit their holmgang frames to near lethal levels to survive.
All we can change is what lego block wie put on our toy.
Suggestion: provide more "parts" and pieces along the specialtys of the different producers instead of fully grown modules.
Their frames (T2+) are unlike the T1 holmgang frames military graded, though, so even a fully upper quality fitted accord frame shouldn't be able to hog a brand battleframe's limelight too much - they still are customizable like a T1.
The accord is more of a rag-tag resistánce of survivors employing guerilla tactics against the chosen oppression than a standing army after all.
This also takes looting into account, so in the future sometimes you can find that piston in a dead bug you couldn't print allowing you to finaly wear a better armor.
This list is not exhaustive yet. Make suggestions.
- Frames
- Shell - modifies movement speed, jump height, weight, damage reduction, health
Outer frame armor - BioMesh - modifies movement speed, weight, power drain, cycles, health
Inteligent meta textile interfacing with skin and nerves throughout the body for haptic feedback, health monitoring, injury treatment - Servos - modifies movement speed, jump height, weight, power drain and cycles
- Pistons
- Cases
- Electronics
- Reactors - modifies power output, weight and cycles
- Fuel (crystite hybrid amalgam)
- Inner frame
- Outer frame
- Control sub-core
- Core - mods power drain, weight, cycles
- processor
- case (mods weight)
- cooling
- software
- Jets
- nozzle - ejection force, power drain, weight
- chamber - power drain, weight
- injector - cycles, weight, drain
- Shell - modifies movement speed, jump height, weight, damage reduction, health
- Weapons
are from here on out fully accord controlled, corporations have no license to (re)produce them, only provide performance modifications- Body - weight, RoF, accuracy, zoom, damage
- Magazine - weight, RoF, clipsize, max ammo, reloadspeed
- Ammo - weight, RoF, clipsize, accuracy, damage, range
except the core software, everything is printable - allowing you to further customize it utilizing different hybrids.
Software upgrades will be awarded through quests and pvp tournaments.
In general, the heavier a frame is, the slower it moves, the lower it's jump height, the higher it's health and damage reduction go.
The more surplus power you have, the better passive systems work (like recharging abilities or passive healing, longer sin range).
The more surplus cycles you have, the further away your SiN lights up foes, tracks them longer and the better your passive heal is.
Some pieces need to be interchangeable even between branded frames as the fundamental operation of a -for example- piston won't differ between two fabrications or -for example- a core could be retrofitted with different software.
As such, the core can be moved as single module between frames and is the only item you don't need to duplicate, everything else needs to be on storage to be able to activate the frame utilizing this item (meaning you can't put any other item on two frames at the same time).
Experience points for unlocking are used up learning and being tested for your or your team's knowledge (experience) with maintaining said part before you are allowed to tinker with it on the printer
Also, as nano fabrication is somewhat the holy grail for recyclers, eco-environmentalists and socio-economs alike, any printed part can be recycled at some crystite cost (the better the higher), but fully giving you the hybrid ore back.
That's the point of nanofabs: Using just what you need, returning everything used. Finalized, nanofabrication is 99,99% waste material free (not considering energy production).
i know half of the lore is not applicable anymore, but being a mech/tech nut I do really would like to see this system where fine tuning actually let's you customize handling your character to your preferences in a revolutionary way.
I do have seen games that give you some part modification that change your stats, but not extensive as this and it was more cosmetic than anything.
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