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Permanent d-mods #34

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jaghaimo opened this issue Feb 15, 2022 · 3 comments
Open

Permanent d-mods #34

jaghaimo opened this issue Feb 15, 2022 · 3 comments

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@jaghaimo
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Restore function does not remove d-mods, but "fixes" them instead. Each d-mod have a "fixed" version which replaces its penalty with some altered behaviour. Needs a metric ton of skins, and on ship acquisition replacement of base hulls to said skins (so restore changes d-mods into their fixed versions).

Example:

  • Degraded Engines -> Jury-rigged Engines (-5% top speed but +20% acceleration)
  • Degraded Drive Field -> Overtuned Drive Field (+1 fuel/ly, +1 burn)
@jaghaimo
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Needs d-mod manager tweak, so "restored" ships do not gain same d-mod again.

Example:

  • Jury-rigged Engines will block Degraded Engines.

@jaghaimo
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Idea: instead of blocking d-mod, let it replace the restored d-mod (another hull spec replacement).

Example:

  • Jury-rigged Engine gets Degraded Engine d-mod (1 restored, 1 d-mod)
  • hull spec replaced, just has Degraded Engine d-mod (0 restored, 1 d-mod)

@jaghaimo
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jaghaimo commented Feb 15, 2022

Pirates and LPs can't learn any blueprints. They know bps for all restored skins, though.

They don't know any pristine blueprints (force forget).

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