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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 :)
 

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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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Hi @daniel48090,

I get that the idea is to make some sort of Progression value for achievement points rather than just leader board vanity but making it a currency will just be super confusing. Maybe something along the lines of hitting every 1000/2000 achievement points enables a skull reward or something as a milestone would be nice.
Example
Reach 2000 points total unlocks 1skull as milestone reward.
4000 points total = 2 skulls
6000 points total = 3 skulls etc...
But exchanging points for skulls would defeat the purpose of the achievement leader board imo.
 

daniel48090

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Hi @daniel48090,

I get that the idea is to make some sort of Progression value for achievement points rather than just leader board vanity but making it a currency will just be super confusing. Maybe something along the lines of hitting every 1000/2000 achievement points enables a skull reward or something as a milestone would be nice.
Example
Reach 2000 points total unlocks 1skull as milestone reward.
4000 points total = 2 skulls
6000 points total = 3 skulls etc...
But exchanging points for skulls would defeat the purpose of the achievement leader board imo.
Yes, I more or less figured as much. Perhaps I didn't explain myself well. But yes, given that many achievements are also obtained in PvP or require a pirate (like the Remnants), I think it wouldn't be a bad idea to dedicate so many hours to each aspect of the game and have a final reward.
 

Vesperion

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Yes, I more or less figured as much. Perhaps I didn't explain myself well. But yes, given that many achievements are also obtained in PvP or require a pirate (like the Remnants), I think it wouldn't be a bad idea to dedicate so many hours to each aspect of the game and have a final reward.
There is just one issue with this idea:
Achievement points are a finite source and even if i don´t know the exact number right now but i remember that some of the really determined achievement hunters had 4.5k so let´s say it gives at least 5k of achievement points but then what?

Without new story and stuff it gives no achieve points while event achieves are worth 0 points and so you could get a minimum of 5 skulls via achievements so that it falls back to the ladder grind anyways what is the bread; butter and focus of what the devs want to achieve with the system
 

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There is just one issue with this idea:
Achievement points are a finite source and even if i don´t know the exact number right now but i remember that some of the really determined achievement hunters had 4.5k so let´s say it gives at least 5k of achievement points but then what?

Without new story and stuff it gives no achieve points while event achieves are worth 0 points and so you could get a minimum of 5 skulls via achievements so that it falls back to the ladder grind anyways what is the bread; butter and focus of what the devs want to achieve with the system
That’s why it would be milestone like and not a shop, finishing achievements would be an alternative that you can do wherever, whenever but does not save you from participating in clan cq or leaderboard, this means you dont get a 100% PVE alternative to get skulls, but rather a nice slight help on the side to achieve extra skull points

Many mmo’s have this aspect where you have a “mastery” tab which gives you small rewards by hitting certain milestones, but not meant to make you rich or finish the game, just small reward packages to make gameplay feel like you are going somewhere, or closer to something with every little action

Getting 10 or 25 skull points via achievements would nullify the other two systems in place to earn them and void the purpose of the pvp, even if you dont have them, players that did PVP achievements beforehand and havent played in a long time would instantly get ahead and just have to do white missions or something like that, and they would definitely put in the time rather than grinding ladder for a chance at a skull, leaving PVP aside
 
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