[MOD] Open World Mod

Discuss and distribute tools and methods for modding. Moderator - Grognak
kingofhell214
Posts: 25
Joined: Mon Sep 17, 2012 12:08 am

Re: [MOD] Open World Mod

Postby kingofhell214 » Sun Sep 23, 2012 9:44 pm

Lurkily wrote:
Tysonclyde wrote:How does it sound "horrible". Being able to play with your friends on a private server sounds "horrible"? Mining for scrap and upgrading your ship to its full potential sounds "horrible"? Having multiple ships and creating civilizations on multiple planets in multiple sectors until you control the entire galaxy sounds "horrible"? Wow than if this sounds "horrible" than you have no taste in fun whatsoever.


Define "fun".


"Fun" Is different depending to the person
Lurkily
Posts: 15
Joined: Fri Sep 21, 2012 4:14 am

Re: [MOD] Open World Mod

Postby Lurkily » Tue Sep 25, 2012 2:41 am

kingofhell214 wrote:
Lurkily wrote:
Tysonclyde wrote:Having multiple ships and creating civilizations on multiple planets in multiple sectors until you control the entire galaxy sounds "horrible"? Wow than if this sounds "horrible" than you have no taste in fun whatsoever.
Define "fun".
"Fun" Is different depending to the person
That was the point, yes.
father_walker
Posts: 7
Joined: Tue Sep 25, 2012 8:22 pm

Re: [MOD] Open World Mod

Postby father_walker » Tue Sep 25, 2012 8:54 pm

What other people said: currently open world thing is not possible due to the fact that some stuff is hard-coded in the executable file.

On the other hand, I think that it would be cool if FTL took some more inspiration from Space Rangers series. Exploration was much more non-linear in the latter, but there still was a danger of the sector being overrun by hostiles. The goals of the game were pretty similar (get powerful and kill the boss), but you had so much freedom to explore and approach your objetive. Yeah, would be great to see this kind of thing in FTL.