PC Should mods be removable? Pros and Cons.

Should mods be removable? Pros and Cons.

  • Yes, we should be able to swap them in and out as we please.

    Votes: 0 0.0%
  • No, they should be permanent once attached to a weapon.

    Votes: 0 0.0%

  • Total voters
    0
Compromise for what? It adds no difficulty, decisions, or interesting gameplay. It just adds a superfluous wait to the build process until you return to one of your bases.
I say mods should be freely removable. But if it's decided they can't be, I agree that requiring the workbench to remove mods is an acceptable compromise.

 
Difficulty/Decision: Do I go back to store/attach the mod now in a secure location chewing up more of the day? or do I continue to press forward and possibly increase the chance of getting killed? possibly losing the mod because my bag got destroyed? Depending on what exact day/time it is, will make that decision even more of a concern and seems like it would be an interest aspect, imo at least.
I don't think the mods (even the best ones) will be so totally game changing that it ever makes sense to abort a scavenging mission just for that. There are already a lot of incentives in the game to go back to base every now and then (full backpack, cooking better food, horde night, farming, upgrading/repairing tools) that another reason doesn't change much and doesn't really improve the game.

How about this thought experiment: If adding another incentive to go back to base would improve the game TFP could just change any one of the recipes that can be done from the backpack now to depend on a workstation. Would that improve the game? Not if they already have the right balance of incentives in the game. And if they don't have that balance it doesn't really matter which recipes they actually change to workstation recipes as long as they do it until they reach the balance.

 
I don't think the mods (even the best ones) will be so totally game changing that it ever makes sense to abort a scavenging mission just for that. There are already a lot of incentives in the game to go back to base every now and then (full backpack, cooking better food, horde night, farming, upgrading/repairing tools) that another reason doesn't change much and doesn't really improve the game.
How about this thought experiment: If adding another incentive to go back to base would improve the game TFP could just change any one of the recipes that can be done from the backpack now to depend on a workstation. Would that improve the game? Not if they already have the right balance of incentives in the game. And if they don't have that balance it doesn't really matter which recipes they actually change to workstation recipes as long as they do it until they reach the balance.
This whole thread is just a thought experiment since we don't know much, other than MOD attachments will exist in some form and be able to enhance a weapon to some degree or another.

I agree on the balance deal.

It's also going to depend on how it's balanced, if the attachments are going to actually improve the game or not. <shrug>

 
If mods are easily removable then mod slots simply become extra inventory space...
Depends

Magazines (if not caliber changing), Optics and Silencer should be easy removable/Switchable

Extra inventory would mean additional space. This way it would be less space

 
If mods are easily removable then mod slots simply become extra inventory space...
I would hope that weapons would only accept actual mods, so we couldn't put a stack of 1000 wet concrete blocks into a pistol's mod slot.

Our ability to suspend disbelief can only be pushed so far. :)

 
If mods are easily removable then mod slots simply become extra inventory space...
So how about having mods take up slots depending on tier level?

Tier 1-2 only take up 1 attachment slots.

Tier 3-4 takes 2 attachments slots.

Tier 5 takes 3 slots.

Legendary mods (if they add them) are permanent and can only be used with legendary weapons.

Tier 1 mods requires a perk.

Tier 2 mods require 2 perks

etc,. for 3-5.

Could even go more in depth.

Perk lvl 1:

Using no "Workbench" to remove or replace: 30% break chance for Tier 1 mods. Tier 2 = 35%. Tier 3 = 40%. Tier 4 = 45%. Tier 5 = 50%

Using a "Workbench" have a 0% break chance to attach or replace a Tier 1. Tier 2 = 10%. Tier 3 = 20%. Tier 4 = 30%. Tier 5 = 40%.

Perk lvl 2:

Using no "Workbench" to remove or replace: 30% break chance for Tier 2 mods. Tier 1 = 25%. Tier 3 = 35% Tier 4 = 40%. Tier 5 = 45%.

Using a "Workbench" have a 0% break chance to attach or replace a Tier 1 and Tier 2. Tier 3 = 10%. Tier 4 = 20%. Tier 5 = 30%.

Perk lvl 3:

Using no "Workbench" to remove or replace: 30% break chance for Tier 3 mods. Tier 1 = 20%. Tier 2 = 25%. Tier 4 = 35%. Tier 5 = 40%.

Using a "Workbench" have a 0% break chance to attach or replace a Tier 1 to Tier 3. Tier 4 = 10%. Tier 5 = 20%.

Perk lvl 4:

Using no "Workbench" to remove or replace: 30% break chance for Tier 4 mods. Tier 1 = 15%. Tier 2 = 20%. Tier 3 = 25%. Tier 5 = 35%.

Using a "Workbench" have a 0% break chance to attach or replace a Tier 1 to Tier 4. Tier 5 = 10%.

Perk lvl 5:

Using no "Workbench" to remove or replace: 30% break chance for Tier 5 mods. Tier 1 = 10%. Tier 2 = 15%. Tier 3 = 20%. Tier 4 = 25%.

Using a "Workbench" have a 0% break chance to attach or replace a Tier 1 to Tier 5.

Or go to a Trader to have them do it but spend increasing amounts of money based on mod tier.

Legendary mods: The trader refuses to do so, unless you're friendly with the faction they're from.

.. just throwing out stuff based on wanting mods to be removable to a degree.

 
If mods are easily removable then mod slots simply become extra inventory space...
I get that would be a sort of side effect, but how is that different than weapons right now? If you find a bunch of parts, you can effectively save inventory space by assembling as many weapons as you can provided you read all the books.

If someone wants to play inventory tetris like that, let them. With all the new items in the game over the past few Alphas, we're due for an inventory size increase. (Make it an option, because I know primitive players would be happy with 4 inventory slots)

 
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If mods are easily removable then mod slots simply become extra inventory space...
Which is no different than how gun parts work now. You can combine several into partial guns to make room if you want and then break them back down later.

This isn't a bad thing.

 
I get that would be a sort of side effect, but how is that different than weapons right now? If you find a bunch of parts, you can effectively save inventory space by assembling as many weapons as you can provided you read all the books.
If someone wants to play inventory tetris like that, let them. Will all the new items in the game over the past few Alphas, we're due for an inventory size increase. (Make it an option, because I know primitive players would be happy with 4 inventory slots)
No, we are against allowing people to play how they want or take advantage of any system, even if it makes sense!

/channeling my inner Gazz (still love ya, buddy!)

...wait, where's he been, anyway.

 
If mods are easily removable then mod slots simply become extra inventory space...
Not much more then combining weapon parts right now.

And even then, is it so bad? The number of items to manage keeps increasing.

I actually have another reason for wanting easily swappable attachments. Say i have a facourite weapon and i carry extra attachments to swap out depending on the situation i’m going to engage. It adds depth to my game IMO.

Also, what if i wanna roleplay a character that only uses one type of gun and specialises in it. It’d suck if you’d have to carry 2 shotguns for different attachments.

 
No, we are against allowing people to play how they want or take advantage of any system, even if it makes sense!
/channeling my inner Gazz (still love ya, buddy!)

...wait, where's he been, anyway.
Gazz: :nerd: -> :ranger: -> :heh:

:playful:

 
Gazz is vacationing in the Mojave desert hunting swamp eels. He's not allowed to return until he finds three.

 
Compromise for what? It adds no difficulty, decisions, or interesting gameplay. It just adds a superfluous wait to the build process until you return to one of your bases.
Like was said, add a firearms repair kit, ala the plugins for the forge or camp fire, and tie it to the weapon smithing perk.

Maybe I'm wrong, but it feels like the devs are trying to create at least a feeling of realism. Obviously the realism takes a back seat to gameplay, but the game, at least in my opinion, does a good job of conveying some of the realities of surviving in a post-apocalyptic world.

While I understand that you want more of a challenge, it seems you want added difficulties, just for difficulty's sake. If you could come up with a reasonable game mechanic that fits in with real-world weapon smithing, I would be supportive of it.

 
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I actually have another reason for wanting easily swappable attachments. Say i have a facourite weapon and i carry extra attachments to swap out depending on the situation i’m going to engage. It adds depth to my game IMO.

Also, what if i wanna roleplay a character that only uses one type of gun and specialises in it. It’d suck if you’d have to carry 2 shotguns for different attachments.
That is a reason for making them swappable, granted (at least your first reason). The roleplay though, I don't buy that. Why should the developers balance the game for people who invent arbitrary roleplay restrictions. And really, you can explain nearly any convoluted action with doing roleplay: "I turn my monitor off because I roleplay a blind person" :smile-new:

 
Compromise for what? It adds no difficulty, decisions, or interesting gameplay. It just adds a superfluous wait to the build process until you return to one of your bases.
It does add to the difficulty because you can't remodulate your weapons to fit a situation as it happens on the fly. You are stuck with what you've got and have to make do with that. This is similar to the arguments that people made against crafting timers claiming they did not add to the difficulty at all as though being able to make a full stack of something needed immediately was somehow not any easier than having to cope without it.

So for example let's say there is new ammo that gets crits vs irradiated enemies but requires a mod attachment in order to use.

Easy Button: Swappable mods any time any place because when you see that irradiated enemy guarding the quest objective in the final room you just swap in the mod and go-- especially if it woke up and is now pounding on the door to come and get you. Swap Swap and bang bang

Hard Button: Only swap mods at a workstation. Uh oh...Now you gotta face that baddie without the mod and ammo that could take it out easily. You have to deal with it from......a more difficult status.

 
Maybe I'm wrong, but it feels like the devs are trying to create at least a feeling of realism. Obviously the realism takes a back seat to gameplay, but the game, at least in my opinion, does a good job of conveying some of the realities of surviving in a post-apocalyptic world.

While I understand that you want more of a challenge, it seems you want added difficulties, just for difficulty's sake. If you could come up with a reasonable game mechanic that fits in with real-world weapon smithing, I would be supportive of it.
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. Consider the case you are an AK47 guy and like and always use the 4x scope mod in your AK. You find a mediocre AK and such a scope and put it in. Now every further 4x scope mod you find in the world is just garbage to sell or scrap and you won't get any pleasure finding it (because you already have it and just need one) if it is removable. If the mod is unremovable, finding a second scope will stil make you happy. Because you still have a use for it as soon as you find a better AK.

3) Interesting decisions. Gameplay should be about making decisions (at least now and then between all the grinding). Like in an RPG where you are asked to do something and you have to decide if the reward is worth it or you should haggle some more. Or decide if the quest giver is trustworthy or tries to lead you into a trap. Or decide if you want to go in with blazing guns or stealth in. One slighty interesting decision could be: Do I put this excellent mod into this mediocre gun or do I wait for a better gun.

 
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Hard Button: Only swap mods at a workstation. Uh oh...Now you gotta face that baddie without the mod and ammo that could take it out easily. You have to deal with it from......a more difficult status.
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.

 
So for example let's say there is new ammo that gets crits vs irradiated enemies but requires a mod attachment in order to use.
Depends on the scarcity of the weapons. As soon as I have a second weapon I would always have the second weapon with the crit mod installed instead of the mod to switch in one weapon. Takes up the same space in your bag and you don't need to click through to the mod-screen and switch mods every time you want to switch.

Sure, there is a time when you only have one exemplar of a specific weapon. So you are correct, it adds some difficulty. But we'll see if that window of difficulty is big enough to matter as it also has to be when those special enemies are around (if I stay with your example). At least in vanilla I would bet I got a second weapon of nearly every type before irradiated enemies surface.

 
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