Categorizing Mods - Rating System

For questions, articles, and discussions regarding water blaster modifications.
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isoaker
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Post by isoaker » Fri Aug 05, 2005 10:04 am

I'd like to set up some sort of approximate rating system on various soaker modifications when being discussed on iSoaker.com.

There are two main classes of modifications: Internal modifications that change the power/performance of a blaster (i.e. CVF, K-mod, collosussing, nozzle drilling) and External modifications that may yield additional functionality but do not change the stock power (i.e. adding a strap, labelling nozzles, painting).

For sake of argument, I'd categorize reservoir additions that require modification of the stock blasters reservoir as an Internal mod while an add-on reservoir that does not involve changing any part of the original blaster as an External mod.

That general guideline set, setting a level of difficulty ends up being more subjective.

I'm considering attempting to rate mods using (Basic, Intermediate, Advanced), but would like members' input on what mods should be classified at a given level. Then again, perhaps some would say giving a rating is unnecessary.

Thoughts?

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Post by wetmonkey442 » Fri Aug 05, 2005 10:43 am

I would have to personally say that that I would prefer to read mods classified under a new system. Headings related to the attribute the mod will benefit (internal and external are just too all inclusive IMHO). I would opt for a classification sytem using headings such as: Power Mods (CVF, K-Mod, Collosuss), Nozzle and Trigger mods (Trigger valve repair, trigger valve reinforcement, trigger reinforcement, nozzle modifications, nozzle reinforcement, multiple nozzle modification, etc.), pipe mods (pipe reinforcement, pipe repair), design mods (painting, highlighting, adding ghille camo, etc.) Mobility mods (lightening the weight of your blaster, adding a strap) Capacity mods/Resevoir mods (Internal resevoir expansion, external resvoir expansion, resevoir cap mods, etc.)

That IMO would be the best way to do it. Keep up the great work on the site!

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isoaker
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Post by isoaker » Fri Aug 05, 2005 11:43 am

Interesting thoughts. However, even when sorting by more headings, there is still a range of difficulty involved when doing one mod versus another. Should this be noted when a mod is described for those newer to modding or do people feel that those interested in modding can tell by the mod-description how hard something really is to do well?

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Post by SSCBen » Fri Aug 05, 2005 12:08 pm

Here's how I did it at Super Soaker Central:

Capacity modifications - modifications that increase the water capacity of the pressure chamber or reservoir.

Function modifications - Modifications that change the way a water gun functions or adds function.

Misc. modfications - Whatever doesn't fit well in the other categories.

Nozzle modifications - Modifications that change the nozzle or the way nozzles are selected.

Power modifications - Modifications that increase power or allow for a power increase. I tried to put this very low on the page so that the get less exposure (because a lot of kids would skip right to them), but that really didn't change a thing.

We don't have external modifications in our modifications section at the moment. Most external modifications are fairly obvious and easy (and some fit in the other categories). However, things such as adding a strap and flashlight should have their own category. External modifications should have their own category.

Trigger modifications would be a good idea at this point - merging repairs and modifications might also be a good idea because many repairs can also be modifications. Most trigger modifications are repairs. :;):

I don't think any system rating how hard a modification is would be very useful. Much of the rating would be opinion - some people would find Collosus rather easy because they are muscular and others would find it impossible because they lack muscle. Possibly an age rating would be best? I don't know about that though.

In my opinion, nearly every modification is relatively easy. It's putting them all together that can take time and effort. If someone is interested in a certain modification, I think that saying the modification is hard would make them reluctant to try it. It's like what I say about homemade water guns - it's only hard because you think it is!

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Post by isoaker » Fri Aug 05, 2005 4:47 pm

Interesting thoughts. While a difficulty level perhaps is too much, also suggesting any mod being easy is over-simplifying and potentially downplaying things which good modders take into consideration when making changes to prevent both damage to their blasters and to themselves (or others).

Based on the above thoughts, 'tis true that 'internal' versus 'external' is too simplistic as well. However, I wouldn't want to quite merge modifications with repairs. To me, repairs are pretty much how one can achieve again how the stock blaster initially performed (or relatively close to) prior to something breaking. Modifications, however small, are still meant to enchance some aspect of the blaster, be it power, looks, or even just comfort or ease of use. The best repairs are the ones that are invisible such that no one would notice that anything was ever wrong. The best mods are, well, ones that make a blaster perform/look like things some can only dream about.

I need to think over possible sortings a little more, but am grateful for the ideas you guys have noted.

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Post by DX » Fri Aug 05, 2005 5:46 pm

Should this be noted when a mod is described for those newer to modding or do people feel that those interested in modding can tell by the mod-description how hard something really is to do well?


Difficulty really depends on the individual. Some are quick to learn, others may break a gun in the process.

I plan to divide mods this way at SM: Power, Integration, Capacity, Nozzle, Exterior, Other. Some integrations can be stock [CPS 1100], and that same integration could also be used as a mod [CPS 11K] The example I used boosts stats in both the stock form and mod form.
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Post by wetmonkey442 » Mon Aug 08, 2005 4:10 pm

isoaker_com wrote:Interesting thoughts. However, even when sorting by more headings, there is still a range of difficulty involved when doing one mod versus another. Should this be noted when a mod is described for those newer to modding or do people feel that those interested in modding can tell by the mod-description how hard something really is to do well?

:cool:
IMO, no. Some mods are going to be way easer for some than others. There is also the fact that the "quality" of a mod can be seen differently by some people. Some people out there might find it much easier to k-mod thier blaster than to give it a really nice camoflage paint job. "To each his own" is always a good mind set to have when considering wether a person is capable of performing a mod. Generalizations are, as you know, never something someone wants to make (especially when you're dealing with a potentially harmful modification/repair/homemade).

Just my thoughts.
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Magnor
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Post by Magnor » Sat Aug 27, 2005 11:22 am

How about, instead of a difficulty rating, you try aiming it towards who has/hasn't done mods before.

Beginner: First few mods (basically easy)
Novice: Has done more mods than a beginner, but still needs help (easy-medium)
Normal: Has done a bunch of mods, but could use more practice (medium-hard)
Expert/Advanced: Knows how things work, has done many mods, etc. (hard+)
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Post by LIGHT ANNIHILATOR » Sat Aug 27, 2005 1:26 pm

[quote]Beginner: First few mods (basically easy)
Novice: Has done more mods than a beginner, but still needs help (easy-medium)
Normal: Has done a bunch of mods, but could use more practice (medium-hard)
Expert/Advanced: Knows how things work, has done many mods, etc. (hard+)

That's a good system but you also could catigorize mods with catigories such as internal,external,power and capacity.
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Post by DX » Sat Aug 27, 2005 6:28 pm

Rating the difficulty really will not work. One person might look at an integration mod article befuddled, while another might pick it up in seconds. Same for the k-mod, collosus, any mod. Also, the number of mods one has done matters not. It is how well you understand what you're doing, not how many times you've done what you're doing. The amount of time it takes one to really understand modding well varies.
I'd categorize reservoir additions that require modification of the stock blasters reservoir


Just a note that "modding a stock blaster" has fallen behind the times. Integration modding adds up to 10ft. of range just from the pc switch, then the normal mod comes. See how much better that is than "standard modding" ? Plus, you can have stronger internals that can support more pumps and pressure. The integration can even still look like a normal stock soaker, as only the rubber pc bladders get swapped.

Every mod on the integration starts on an improved gun, vs the old way, mods starting on just the stock soaker.




Edited By Duxburian on 1125185750
marauder wrote:You have to explain things in terms that kids will understand, like videogames^ That's how I got Sam to stop using piston pumpers

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