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Home » Stars! Clones, Extensions, Modding » FreeStars » What might be fixed in a "new" clone game?
Re: What might be fixed in a "new" clone game? Mon, 28 July 2008 19:18 Go to previous messageGo to previous message
stranger is currently offline stranger

 
Crewman 2nd Class

Messages: 16
Registered: November 2003
Location: Oregon, USA
I think Construction, Weapons, Energy, and Propulsion have a good curve of items within them. I do think that Electronics and Biotechnology run out of items too quickly, and the only real "fix" there is to add a few more desirably elements at mid and high-range tech levels.

In one respect, I think it is dangerous to allow free-wheeling modifications of the data files that drive the game, because you can very easily splinter your playerbase. So I think there is a really strong motivation for developers to *not* change things whenever possible.

For example, I'd like to see the hab ranges assigned through a proper bell-curve distribution. But that would change tons of things regarding habitability - mostly for the worse. So I would never make a change like that part of the default rules - I might provide a checkbox, allowing "better hab distribution" or something of the sort.

I'm working through a list of the major systems in Stars! right now - I'll turn that into a list of things I believe work and don't work, and I'll put it up here for discussion.

--Mr. Strange

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