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Lord_Vader said:In my opinion, no changes should be made to ships from the Weird Worlds universe, no matter how crazy they are. I.e., those Cambrian Euryipterid things should stay as they are, the Shriek Dreadnaughts should stay the same, etc. The majority of those massive super-ships from Babylon 5 or Star Blazers mods should be changed, but in my opinion, we should keep SOME of them, like the battlecrab, just to add in some really challenging opponents.
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What do you mean I can't have a Sgqwonkian RetreatShip AND Babylon 5 both inside of my player's armada?
I've been working towards my own mashup. Don't let that stop anyone from doing the same, please! Title is -- Weird Worlds: Rebooted
My particular bent will be to take the individual items that I like from existing mods and mash them together according to my own design. So context will likely be wiped out (no Sgqwonkain in crisis, but perhaps a RetreatShip ally). Also more surprises for jaded players who have learned things, like that keeping Babulon's Mantle could never ever possibly be a liability.
I am working on trying to keep balance. I also see what was done in Drives R Us with the keys to limit the number of number of superweapons that a player could have.
I'd love to have a mirror universe where you can select one 'bad guy' (or a 'good guy' and a 'neutral guy') at the start of the game, but I think the quests would become too complex to handle, with everything else I'm throwing at it.
Yes, the random number generator is going to be a core feature. Unfortunately, that's going to limit what I can take from the Teeming With Life mod. But it should allow me to throw randomness where needed, and also to come up with some extremely rare happenings.
I just wish some more of the questing bugs were cleaned up.