Mon Sep 26, 2005 4:01 am by Mace_166
Well, in answering what i want in a mod, its easier to answer first what i don't want.
I don't like things being predictable, if i go to the same location and see exactly the same ships everytime then thats a bad thing. I feel that multiple loadouts overlapping are great. It might take a little while to add, but you can have, for example:
A bounty hunter, in a barracuda, loadout aimed at laser weapons
A bounty hunter, in a barracuda, loadout aimed at particle weapons
A bounty hunter, in a barracuda, loadout aimed at homing misssiles (x2)
A bounty hunter, in a barracuda, loadout aimed at pulse missiles
.. you get the idea. It just means that when they spawn, you can have a more dangerous and interesting encounter without giving them weapons that their ships should not have.
Another thing is the difficulty ramping need to be good. I played a mod a while back where i jumped through the jumpgate to texas and was attacked by, well, pretty much sabres loaded with kraken's. If they were going to add that kind of encounter it should be well away from the major trade zones and be extremely rare. It made me think straight away, "shall I bother.."
You need to give the player a reason to travel and to want to explore. Its no good creating 200 extra systems if your starting ones are dull and interesting, they never get there. Quality is clearly more important. I also feel that space, while vast and empty, should also be as unique as possible. Each base should look diferent ideally. though, obviously, that isn't possible with some of the base archetypes.
It should be rewarding too. It dosen't have to be fun as such, as lond as its challenging and keeps the player occupied to interesting things.
I've started looking for new ways to test the player for my mod (Frontierspace) and have added long range courier jobs (carrying police and millitary equipment), long range destroy (go to this system and destroy this destroyable base, tractor loot..) and even a quest with is run by bribes and commodity info. Its challenging, it could take a few days just to work your way into the best route of attack on a specific target.
Edited by - M-A-C-E_166 on 9/26/2005 6:48:19 AM