Faded
New member
Remember, trying to stop min maxers only results in a series of awkward restrictions that individually seem reasonable, but collectively harm the game. You can also cause unintended side effects, such as: everyone will now carry 4 of each weapon. Now there are more complaints that we need more bag space.It does add to the difficulty because you can't remodulate your weapons to fit a situation as it happens on the fly....
Only #3 will happen, because unremovable mods means I'll be hoarding them for a long time until I'm sure I won't regret putting them into a crap weapon. I'll bet you my next minibike the majority of the playerbase will do the same thing.Sorry, you misunderstand me here. If the developers make mods unremovable they surely will keep the overall difficulty the same by making more mods and weapons drop in the world. For me there are three reasons for unremovable mods (and I think reason 2 is the most important):
1) Because of above balancing you find more mods and weapons, so the chance that you never find a mod or weapon you absolutely want is smaller. Less chance of the RNG god punishing you.
2) Because you use up mods in weapons, mods you find stay relevant even if you already found such a mod...
3) Interesting decisions. Gameplay should be about making decisions ...
Surely there is a middle ground to be found here.
Ultimately, it doesn't need to be balanced. Release should have "Weapon mod removable/not removable" as an option, and let the players decide. Problem solved.I like that idea a lot better than not being able to swap them at all. Either this or a significant timer because I agree that swapping "instantly on the fly" is a horrible mechanic to balance.
For Alpha, the workbench is an acceptable compromise.