1
Mods / Re: [0.95.1a] Exotica Technologies v1.0.3
« on: May 31, 2022, 05:24:25 PM »
Thanks for your work and for continuing the mod. It's basically a second form of loadout optimization, and that's one of the features that I like about the game. I think this mod can really help with the overabundance of resources in the mid/late game, where the player's colonies are well-established. It provides a sink to pour all of it into. Exotics hunting (as opposed to "farming") might be an endgame activity to pursue too.
Some feedback. Having a stat breakdown of what is increasing and decreasing when selecting an upgrade would be helpful. Because there are drawbacks, this would help the player make better decisions on which upgrade to use bandwidth on. I know the hullmod does provide details, but that's after installing the upgrade.
I feel that exotics should take up bandwidth too. Like how we have to decide to take a hullmod over more weapons or flux/vent, the player should have to decide if they want more stats or the unique features of an exotic.
Lastly, maybe add in a generic exotic that halves or nullifies the drawbacks. This one is just a toss-away idea or maybe a band-aid fix.
Some feedback. Having a stat breakdown of what is increasing and decreasing when selecting an upgrade would be helpful. Because there are drawbacks, this would help the player make better decisions on which upgrade to use bandwidth on. I know the hullmod does provide details, but that's after installing the upgrade.
I feel that exotics should take up bandwidth too. Like how we have to decide to take a hullmod over more weapons or flux/vent, the player should have to decide if they want more stats or the unique features of an exotic.
Lastly, maybe add in a generic exotic that halves or nullifies the drawbacks. This one is just a toss-away idea or maybe a band-aid fix.