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#11 Golden Skull Level

daniel48090

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I'd rather a future possibility be having the option to change the Alloy colours to your liking in the Hangar after having purchased them, but have it not remove the extra 3% boosts so it'd be more of a cosmetic change than a power change.

So buying Antimatter would let you choose between Ion/Fusion/Antimatter for example, but if you've only bought up to Fusion then you can only choose between Ion/Fusion to keep that "reason to buy" in there for the Devs side of things.

This way Remnants can stay with their current Alloy variant and pilots can adapt if they choose to.
I understand the idea; however, I disagree because there may be cases (like mine) where I don't like the ionic blue color of my standard Remnant blasters. Even if the game offers me the option to change the paint from fusion gloss to ionic blue, I wouldn't do it to match the mandatory color of the game's visible components (blasters, sniper blasters, rockets).
 

GOTIL0N

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I have a question about the ninth skill, in the published image, the Paragneiss already has the empty form for the Leap. Does this mean that the Leap will be a predefined skill for the Paragneiss and cannot be modified? If so, I imagine this applies to the rest of the ships as well
 

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I have a question about the ninth skill, in the published image, the Paragneiss already has the empty form for the Leap. Does this mean that the Leap will be a predefined skill for the Paragneiss and cannot be modified? If so, I imagine this applies to the rest of the ships as well
No, it seems that it's just a nice animation for when you unlock and assign the 9th slot to the ship. Seems that instead of "opening" the slot then attaching an item, the item is attached and then the slot is opened. You will be able to add anything you want to the 9th item slot provided it's not an already existing skill on the ship (so no double blasters, collectors, etc.) These details were announced in dev shacks before, so no new information from me :)
 

GOTIL0N

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Okay, I understand. Then another question arises: how would this be handled in CQ? Because what we have today is a fairly balanced system overall; boosters don't work for anyone, you can't use more than one set of Gravs, but the fact that some people now have an extra item in CQ worries me a lot. No matter how balanced the ninth item might be, I can't imagine how this wouldn't affect CQ. A player who has it and another who doesn't will always be noticeable
 

Highway

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The additional item surely makes a difference in a fight but it will be more difficult to use and less effective. For example the cooldown, warmup is longer than usual. In addition the time the item is active can be shorter/longer etc. We are currently in the testing phase to balance each item type accordigly so that the extra item slot will not be OP.
 

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It's something that genuinely worries me. Honestly, I can't think of a scenario where this could mean much more of an advantage, even for clans that don't want to participate in CVC because the enemy clan has more players with the ninth item. However, I can only wait and see how this plays out in real life. I honestly hope it goes well. Oh, another thing, can we know how these items will be obtained, remnants, or some new mechanic?
 

Highway

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Oh, another thing, can we know how these items will be obtained, remnants, or some new mechanic?
These item slot upgrades can be found at the XC remnant carriers. There is a slot item kit for each item type. (excluding: collector, blaster, repair)
 

GOTIL0N

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I suspect it will also be a consumable, then another question. sorry for being a pest, and it might have already been answered, but I lose nothing by asking, I suppose that in systems like Vega, the seventh item (in this case) can only be something that already exists in the system: aim computer, taunt, speed actuator, etc. No leap, no scope shifter, no sniper blaster, no orbital strike
 

Highway

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Yes they are skull BPs and therfore consumable. You can install all slots kits into into any ship, even into the phoenix :D. But as there are now always items for that system it does not make sence to put in slots that are not of use.
 

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So you can put a scope shifter slot in the Phoenix, but of course you won't be able to equip one because it doesn't exist in the system. Okay, I understand. Thank you very much for answering all my questions. I appreciate it
 

GOTIL0N

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Last question (I swear), Is the number of skulls needed per slot the same for all items, or does it vary depending on the system, like remnants? Rocket 4 skulls, Scope Shifter 10 skulls
 

daniel48090

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Yes they are skull BPs and therfore consumable. You can install all slots kits into into any ship, even into the phoenix :D. But as there are now always items for that system it does not make sence to put in slots that are not of use.
Hi Highway, I have a suggestion for you to consider.

Could achievement points be used as "currency" to purchase skull levels? This would be a great long-term way to obtain more skulls without relying entirely on the ranking system (since theoretically it would require daily activity for a whole year for 10 gold skulls).

I would recommend that 1,000 achievement points cost 1 gold skull.

This way, we can incentivize players to complete other aspects of the game that are currently being ignored.
 
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