Topic: recycling T0-T4 mods needs balancing

T0 & T1 mods need x amount of minerals to build and recycle for a % of them depending on skill , etc.

T2 mods need a T1 mod + enough minerals to build another T0 = 200% of the amount needed to make a T0 (T1 has special mineral reqs due to the noob manufacturing nerf a while back), but recycles to the same % as one T0

T3 mods need a T2 + enough minerals tobuild another T0 = 300% as a T0 but still recycles to the same amount as one T0.

T4 mods need 400% as a T0 but still rcycle to the same amount as one T0.

There is nothing more disappointing than recycling a badly damaged (and too expensive to repair) T2-T4 mod that one already has enough of to last forever and getting nothing extra for the sacrifice.

Recycling T2-T4 mods should yield 2-4 times the minerals a similarly damaged T0 yields.

2 (edited by Syrissa 2011-12-21 09:54:34)

Re: recycling T0-T4 mods needs balancing

i think you have the wrong idea here.

T1 is the standart item. T2-T4 will give you besides the standart commodities additionaly more expensive commodities.

T0 is the big diffrence. as you might know you get them only in artifacts and can not be build, and they are not part of the standart tier line. they are so crapy that noone would ever fit them. you could call them a high tech mod that lost its quality over the years in the grounds. so it yields a lot high minerals because its hight tech, but has no good stats. T0 is just a bonus for the artefact scanner to gain some quality resources. because its way more easy to pack them into a item. that way it is way more easy to transport for the scanner. the commodities itself might be a bit much volume to transport for a small scanning bot.

you can complain about the recycle yield of the T2-T4 but forget about the T0...

3 (edited by Annihilator 2011-12-21 13:11:14)

Re: recycling T0-T4 mods needs balancing

if something is wrong with t0... then its the fitting requirements of those.

about t2-t4 recycling - i agree that something is either wrong with their recycling yield, or their production cost.

- the materials bound into a t2 item is atm twice of a t1 as you need the t1 as crafting component
- mass, volume and shape of the higher tier equipment does not change reflecting the material amount

logically, i should get a good bunch of scrap materials back when upgrading a module by 1 tier.

btw:
Standard is written with a "d" at the end - in german and english!

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: recycling T0-T4 mods needs balancing

Calio wrote:

T0 & T1 mods need x amount of minerals to build and recycle for a % of them depending on skill , etc.

T2 mods need a T1 mod + enough minerals to build another T0 = 200% of the amount needed to make a T0 (T1 has special mineral reqs due to the noob manufacturing nerf a while back), but recycles to the same % as one T0

T3 mods need a T2 + enough minerals tobuild another T0 = 300% as a T0 but still recycles to the same amount as one T0.

T4 mods need 400% as a T0 but still rcycle to the same amount as one T0.

There is nothing more disappointing than recycling a badly damaged (and too expensive to repair) T2-T4 mod that one already has enough of to last forever and getting nothing extra for the sacrifice.

Recycling T2-T4 mods should yield 2-4 times the minerals a similarly damaged T0 yields.

T0 is what T1 used to be before they nerfed the components, so what I'm saying is that T2-4 should yield 2-4x what T1 USED to yield and T0 still does.

And even if I accept your (incorrect) argument about T1 mods (that they shouldn't count for the same as T0 for recycling purposes because you can't manufacture T0, why should T3 mods yield the same as T2 or T4 the same as T2?

Re: recycling T0-T4 mods needs balancing

Annihilator wrote:

btw:
Standard is written with a "d" at the end - in german and english!

smarta**

Re: recycling T0-T4 mods needs balancing

Smarda**?