The next version (v0.1.2) with miscellaneous fixes, changes, and additions is now available for download. Please check the changelog in the updated opening post for details.
Finally got some time to address Styles' points and try to explain some of the things I'm aiming for with the mod.
stylesrj wrote:1) OP Ships. I chose the Shrike because it looked overpowered and thank the Bionis I did choose it. I expected tough fights and what I encountered was... frustrating battles. Almost every enemy ship had a cloaking device. I know it's supposed to counter the pre-igniter but again, I chose the most OP ship of the lot. Imagine how long it would take for me to die if I chose anything but that. Cloaking devices make battles frustrating, especially if every ship has one. Especially if it's a Mantis ship in the last few sectors. Seriously those suckers cloak for such a long time that I'd rather just jump to the next beacon than wait another 5 years for it to reveal itself. I complain about a 15 second cloak might as well being 5 years... a 30 second or more... if that ship is not serious about attacking me, I'm jumping.
I try to provide player ships that exhibit varying degrees of strengths and weaknesses, while at the same time giving each of them a more defined character. While some of the ships may appear to be overpowered, the mod will also throw some tough opponents against you that'll give you a very heavy fight, and by the time you reach the boss battle a fully decked-out ship and crew should be mandatory to survive.
The prevalence of cloaking (as well as other special systems) has been been limited/randomized for enemy ships in mod version 0.1.1 and later to levitate the frustration levels.
stylesrj wrote:2) Maxed out systems - For the love of Mayneth... No! No! No! Don't force me to use Drone Control! Every ship is maxed out (as in full systems, no chance to get newer, better ones) and it means my runs are very forced. Throughout the video, I sold all my Drones because they were worthless. The Drone Control System was worthless, it was wasting space and I sooo wished I had Hacking instead or something. Not every ship needs Drone Control. Leave that spot open. Also, the Stealth Cruisers all don't have shields and can't get them. I know Shieldless runs are possible but the mod is hard enough and a shieldless ship is gonna die horribly.
The increased proliferation of drones follows my set objective of maximizing variety. While this may sound counter-intuitive, the reasoning behind this is that there are lots of different drones with various purpose available to equip, giving players a broad choice on what kind of effect their drone system has on the ship - e.g. strengthening defenses, emphasizing onboard assistance, maximizing firepower etc. (since version 0.1.2 the mod offers even more drones to expand on this).
The randomness of drones available for purchase in each run further extends the variety of play styles a ship can offer. In contrast, the option to put a hacking system on every player ship can lead to all ships offering a very similar play style. This is also the thought behind equipping all player ships with a full set of pre-determined systems from the get-go that give each ship individual character, as this forces a different play style for each of them.
3) Augments - The Reconstructive Teleporter worked just fine. Somehow it's been modded to not work (Teleporter Therapy). Also at the start of my run, I had a big rant about having a Repair Arm in Sector 1, until I actually read the description... so thanks for making the worst augment in the game something I'd like to purchase
Broken augments are fixed now. This was an oversight with blueprint tags on my part. And yes, many augments are more powerful/useful in the mod and every player ship has 3 different augments equipped from the start, again to lend more pre-defined character to each ship.
stylesrj wrote:4) Names of things - I complained how a lot of systems use sci-fi author names and stuff. We get it, we're all nerds here and we love it when authors we know are mentioned but can we get some more fictional names up in this shizzle? Why does Humanity get to name everything? Why not the Kalik-tech Crew Stims? Made by the best Mantis scientists for maximum killing power!
Guess that's a matter of individual preference/taste and easily changeable for anyone really bothered by it.
stylesrj wrote:5) Flagship - I mentioned early in the video that Level 5 Artillery is not a good idea to make available. This is why. The Flagship's guns fire every 10 seconds or so (although the missile launcher didn't seem to be a threat this time around). They do IMMENSE damage. Shields vanish, systems breach and some of my favourite characters died and didn't come back (RIP Reyn. It was time). Sure it makes for a tough fight but at the same time... a bit too tough considering again I was flying a ship that started with a Pre-igniter. Also, the amount of health the Flagship had was redonkulous. I had no idea if I was doing damage up until nearly everyone died and I had lobbed enough flak that it could use it as armour plating. I burned some lucky hits but that thing... if you don't fly an OP ship and don't set everything on fire, it'll be impossible.
The hull points of the flagship have been tuned down since version 0.1.1, but I want the flagship battle to be a real nail biter that not only requires a player's full attention but also a fully-decked out ship and very well trained crew as requisites to survive. For my taste it's still not difficult enough.
stylesrj wrote:6) Guns - Ok, too many of the guns I was using had a chance of causing a breach. The Bardiche Beam and even the Flak breached every second hit or so. Automated ships were easy to defeat. Either give those automated ships Slug Repair Gel (don't!) or reduce the chance of breaching to say... none.
Breach, fire, and stun chances have been altered in the updates. I'm still fiddling around with various stats and overall balancing, so all this will be somewhat of an ongoing progress, especially since I plan to add more weapons, drones, ships etc. as I move along with future updates.
Ok, now for positives so it makes a sandwich. A delicious sandwich of happy happy thoughts:
stylesrj wrote:1) Lore - I liked the intro. I would have read up on more of the lore but I skimmed it over in the video and asked people to pause. I haven't gone back to read it but it looks great. Maybe have two choices after the cheesy Star Wars intro - continue with the game and read up on lore. That way other videos made by other people can give out the cheesy intro and leave the lore for another video or something. It's a lot of reading.
Again, the cheesiness may be debatable as a matter of preference/taste. Anyway, the intro is now skippable at any time for those annoyed by it. Most of the overarching lore elements I had been working on are not yet implemented as I started the mod from scratch after the AE release (I had ALL events altered before, but alas...).
stylesrj wrote:2) The Potential - I can just see a lot of potential here. A lot of great things can come out of this if you keep at it. Just some issues need to be fixed. Some passive combat augments (Teleport Disruptor, Subspace Scanner) could be added, like in Captain's Edition and some systems could be buffed to redonkulous levels. Level 4 Clone Bays, Level 4 Teleporters... Level 5 Hacking (Level 4 hacks for 0 seconds. Level 5 hacks for 255, imagine if the enemy did that to you! Don't!)
Thanks, Styles. While I'm aiming for some lore expansion and in general more events later on, I don't want to overdo content additions to the point the may become overburdening or start to break game balancing. Players should not lose sight of what's available and a good strategy should always be at least as important for success as lucky equipment drops.
stylesrj wrote:So yeah, good mod. Keep it up.
Again, many thanks! I shall try.