Re: Devnull Mod Gold: updates and discussion
Well I am into my 2nd game and here are some of my observations. Pardon any redundancy in this post as I haven't read this entire thread yet.
- First, I like the mod very much and it shows that lots of hard work went into it!
- I like the idea of PDC sweeping mines because it makes the AI less susceptible to mines. I also like the split between seeker and fighter PD. Gotta remember to put the weapons on the ship in the order I want them to fire.
- I like the idea of staggered normal/phased shields in the research tree. However, it seems to me at least that phased shields are usually better (yea, I know that they have less shield points) so it is frustrating for me to upgrade a ship because it will upgrade Phased Shields to Normal shields. Recommend splitting the family numbers or whatever to prevent phased shields from upgrading to the normal shields. Also, since I don't really like normal shields, the effect is that phased shields just cost more research - maybe just make them cost more in a separate branch of the tree??
- There is a strange intel thing going on. My CI is being severely drained (to zero actually) with no Messages of attack. Must investigate this further.
- Monsters. Cool. I like them a lot. Haven't been up against any big ones yet. Can't wait.
- I like the idea of mine warheads getting cheaper. Makes researching that tree a little more attractive.
- I really like the idea of the universal colony module.
- I like the idea of more cargo space on planets. I have always thought that in the unmodded game, there wasn't enough room for a "reasonable" amount of defenses.
- I don't find myself using all the different ship sizes. It seems like there are so many. Maybe even unnecessary. Any tips on effectively using all the ship sizes?
- Haven't explored too many of the new mounts yet. Looks promising.
I will add more later as the game(s) progress. Great work to all who made this mod!
Slick.
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Slick.
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