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Posted: Fri Mar 03, 2006 7:12 am Post subject: starting levels
I think, in order to further increase the range of components that can be purchased, we should have new characters start at a level greater than 1. Perhaps 5. The reason is that I'd like to see available component levels range further than +/-1 level. I'd like to have them in a range of +1 to -4 of the player's level. Problem is that the game can't handle if a generated component has a level less than 0. So, if starting level was 4 or 5 (and we can totally control what each level will mean to a character) then we can spread out the range of component levels.
Just an idea. Nick (bearclaw)
"You don't know the Power of the Dark Side. I must obey my Master" Back to top
Joined: Jun 02, 2005 Location: Backwater Industrial City
Posted: Fri Mar 03, 2006 7:50 am Post subject:
I guess it doesn't matter if the player doesn't get the points for those levels. Being able to beef up stats, especially repair abilities, would be an unfair advantage to have right from the get go. Back to top
What about assuming the "worst" and expect players to put all points into repair.
If it was put to something like 0,01 and each increase would give 0,01 (assuming it coul,d be put that low) even if players put all points in it it'll end up at 0,26 that's not very much
Also if you really want to cheat there's really no way to prevent it. Just make it like you want and assume players follow the spirit of the mod.
Overall I like this idea, it'll give a lot more components to start with, something starfury really lacked, and as all other NPC ships also start out at that level it'll not be unfair to anyone, if they started at 1 it would be Back to top
It's already been said that repair rates will be incredibly low, so that it will, in fact, be easier to carry spares and land on uninhabited planets to replace components. Unofficial Adamant 0.16.xx Bug Hunter Back to top
Group Enemy 1 Ship Level Plus := 1
I think the above will solve your issue.
But also consider, that +4 isn't all that much.
1) +4 components should be rare. Not only is there a 16% chance of any one component on sale being a +4, but only the biggest high tech shops near the core worlds would have +4. And be very overpriced, since it is bleeding edge tech in a big city environment.
Most of the seedy joints (like tatooine) you visit would probably have -1 to 0. All used parts. Overpriced, since if you are shopping for a starship drive on such a stinkball, they KNOW you're desperate
Mediocre homeworlds could have -1 to +2 perhaps. Probably the best prices.
2) The level advantage continually erodes. And quite quickly in fact if you're fighting. As you level up, the enemies level up, but you keep the same components. You have to spend a lot of money to keep ahead, and you also have to find major planets to buy from.
3) Keep the differences between levels small. +4 should be noticable, but not turn the tide of the whole war like stock changes do. Level 1 should be about like stock level 10, so that a levelup is only a difference of 2% or so.
4) Not everybody will be flying around in +4 military gear. There should be lots of run down -1 used-parts freighters flying around, and tons of inermediate +1/+2 ships too. Back to top
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