Changing Mods without loosing Save Game
We all know that switching from one mod to another does mostly mean we have to start a new game - and we loose what we had before (rep, credits, etc.). Sometimes we even have to start again with a new version of the same mod (e.g. TNG).
now:
Step 1: EVERY Mod does NOT change ONE single station and there ONE single ship. Players could land there, change their ship to this special one, sell all (ALL !!) equipment - and save.
Step 2: deactivate Mod X, activate Mod Y, load savegame - and start again with a lot of $$ and the standardized ship. From then on you can buy whatever equipment you want wherever it's available (ship, weaponry etc.)
Proposition: All Mods keep "Trenton Outpost" in NY-System and there a "vanilla"-Falcon is sold. This ship will be used only for "switching-purposes" so the mods are free to sell two better ships on Trenton (or 'Manhattan' or anywhere else).
Of course if a player does not sell EVERYTHING before then he takes the risk of a crash to Desktop.
Could this work ? (... for mods that are not total conversions like 'Warriors of the Sky')
What do the ModMakers (I am not ...) think about a standard save-and-switch point ?
I don't care a beep beep about my rank