Kieve wrote:I'm sorely tempted to take a crack at this. Only problem i see is the same one Infinite Space deals with - forever stuck with Sector 1 level scaling.
Yeah scaling and progression would have to be solely handled via dummy items and blue choices. That would probably all get really convoluted and make the whole thing less accessible.
Progression could look like this: All events possible events are just dummies that only have blue options available. The Player gets a dummy aug/item, (probably some meta thing like "Chapter One", would be hard to do this with story related augs that always make sense) that lets him trigger the actual event lists, in this case for chapter one. Chapter one events have a chance to give the player the "Chapter two" aug which lets you encounter new, upscaled events that have a chance to give you the "Chapter three" aug and so on... Progression in this concept would still be really random, which sucks.
Another way would be to sacrifice one of the resources (obviously not fuel) to create a fixed progression marker, like giving one missile for each successful event and start chapter two at twenty missiles.
In any case: The player would always have to be asked to cooperate with the mod. She/He should not triggering chapter one any more after he acquired access to chapter two to preserve balance.
So I guess the whole thing would be possible, but the implementation would look quite edgy and makeshift. And yes: It would mean rewriting a ridiculous amount of events and creating a huge system to make this all work. Also I'm personally not convinced that playing a station that can't dodge is so much fun in the end. Outside the events, gameplay would largely be the same.