I REALLY like the idea of perm hull mods, as one of the things that this game has been missing in my eyes is the EV feel of "this is MY ship" and that should help with it. Giving me a reason to care about the a specific ship or hull
Yeah, that's exactly the idea, and I really hope it works out this way in practice! Likewise with mentoring, hopefully it'll lead to a bit more of a connection with that officer, too.
Sorry, I am still gloating at the Redacted ships and officers in the player fleet. I know I need to read the rest of the post, but...
Fair enough
Well, that opens up a lot of options and it addresses a lot of murky things such as officer personalities. In all, I'm very pleased, it seems like a very interesting system. I think what excites me the most is not even the story points, but the specialized skill points that will make each run unique. For example, the hard flux for short ranged beams skill there has already made me start thinking of some interesting loadouts geared for that.
Cool!
The only thing I'm not too keen on is, well, the name "story points". When I first started reading the blog I thought it'd be related to plot events or missions but it is completely detached from that. I feel it might be a little confusing for a new player.
I can see how it might look that way in the context of the blog post, but that's not the same as seeing it in game, I don't think. The name is meant to be kind of 4th-wall-breaking, btw, since the mechanic really is a meta-mechanic, and it seems like a good idea to be upfront about that.
While reading I was at first like "man, less levels again" ... but at the end of the blog post I'm quite intrigued.
Of course I'll have to play with this to be sure, but thinking about it for a bit, it sounds pretty good.
I'll take it
The story points open up pretty much endless possibilities and you never really stop progressing, but not in a broken way.
Oh, I'm sure *some* of it will be broken, but hopefully I'll be able to sort it out
Super excited about the possibilities, though, especially since they're real, relatively-easy-to-implement possibilities, rather than more theoretical/far-off ones, if that makes sense.