Retro & Purpose: Reloaded

Sea_Wolf17
Sea_Wolf17
Strike-force Captain
Joined Aug 2015 Posts: 623
edited 26 Oct 2022, 3:55PM
With every level completed and immediately sinking into the mire of wasted purpose and potential, my retro lab beckons forth yet another Idea. In the case of Base Weapons, a repurposing of the Retro Lab to offer section specific research IE; Weapon Range, Damage Buff Increase to Splash and/or Projectile speed and reload including lowering energy consumption, ending with a special Mastery Perk for a full Retro Lab Researched Turret Weapon at R5. This proposition will reinvigorate player competitiveness and encourage more game play, while simultaneously opening a new door for newer players to encroach on more advanced gameplay without the level and tech gap. The Repurposing/Utilization of the Retro Lab prevents the need and addition for cost expense in programming time to introduce a new feature for a new function, therefore limiting cost venture-profit gap with minimal expense. The Introduction of this feature through the Retro Lab will leave the Door open for more similar Ideas while avoiding gameplay plateauing. Keep it fresh so to say. Have a Great Day Pirates.  

*Im almost out of Old Hulls to Retro Research, while everything else is maxed out. 
  • Blackbeard III
    Blackbeard III
    Unicorn Overlord
    Joined Nov 2015 Posts: 4,570
    edited 26 Oct 2022, 8:00PM
    *Im almost out of Old Hulls to Retro Research, while everything else is maxed out. 

    How many of those have VXP repair specialists?

    Something that the research times could be reduced massively on then applied to NEW hulls :smile:
  • Grouchy_MF
    Grouchy_MF
    Minor Nuisance
    Joined Jun 2012 Posts: 163
    I like the idea of using the retrofit lab for its intended purpose of retrofitting hulls that are useful in a meaningful way I would like to see upgrades (just renamed retrofits) moved to their proper place in the retrofit lab
    Grouchy

  • Sputnik001
    Sputnik001
    Unicorn Overlord
    Joined Jun 2013 Posts: 2,502
    Sounds good.

    The unfortunate thing is that Kix doesnt give much forethought to an idea. 

    They dont plan "enough" on how and what will happen with it as the game develops. They know the way the game is going, as they make it that way, so incorporating a "Retro Lab" to run along side one would think wouldnt be too hard. Yet here we are.

    Just look at the objectives? SSRB's? Expeditions.. etc etc all the coming soon's. Its good initially but there is no staying power because like any "new" toy players want to have a go, but dies off pretty quick as it doesnt adapt with the game.

    They (Kix) may say they don't have time, my suggestion, stop adding "new" FM targets every month, and focus on some of these ideas that players are coming up with. If you can't just say why. - We'd like too, but the coding involved in that although easy affects 3 other game aspects that would require a massive overhaul.

    See even come up with an excuse for you to use.
  • PiratePeteX
    PiratePeteX
    Minor Nuisance
    Joined May 2016 Posts: 236
    In addition, with nothing to do in the Retrofit Lab, it makes Uranium obsolete too. I spend a tiny amount rolling for crews, and that's it.
  • Corp_Hellrazor
    Corp_Hellrazor
    Force to be Reckoned With
    Joined Oct 2012 Posts: 1,964
    Just pretend it doesn't even exist.

    I find that to be the best answer to dead features.
    #FARM
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