Re: Mod interest check
I'll work on it, then.
Points that might be interesting so far:
-the component level system is gone. It uses a more SEIV styled system
-that means that leveling up improves your crew skills only.
-Enemy ships also have effective crew levels now..and like many RPGs, enaging an enemy who's much higher level is likely to mean your death.
-enemy ships don't drop fully functional components anymore. Most of the time unless you get lucky, you'll have wreckage that isn't useful for anything but selling (at a much-reduced price).
-The general gameplay has less of an arcade feel, more of a capital ship feel, and I've tried to balance it so trading, hunting and mining (yes, mining) are all viable options.
-Do enough missions against one side, and they'll get pissed and start shooting you.
-You start out as a civilian, with an option to join the military. Joining means you're much more restricted on mission options, but gives you access to better gear. Mount that heavy gun on your civilian ship and you better hope no government ships get close enough to scan you..
One question though. I'm thinking about putting in heavier craft and Escorts the player can buy. The problem is SF doesn't have code for that, so I have to use the fighter bays.
Is it too much to ask players to use the honor system there, and not launch heavy bombers from a bay that only accomodates light fighters?
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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