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Mods / Re: [0.95.1a] Nexerelin v0.10.4b "Dissonance" (hotfix 2022-01-30)
« on: February 06, 2022, 06:28:09 PM »
Yeah, don't get me started on how much I love the first three hours of every Stellaris game I start up and watch it collapse into micromanagement hell.
This is also my (limited, four complete rounds of Nex) preference for Nexerelin: I want the dynamic interactions to be already in the game as it just feels "expected" of a tense, on-the-brink-of-conflict space sim, but you've stepped up and offered your interpretation of how it should go, and I enjoy it, so I play it. But I don't care much for the "win" condition per se as it gets a bit hectic and clashes with the exploration portion as the first few hours give way to the "oh ***, gotta hustle" portion. Again, my preference.
Side tangent: one thing I enjoy from games is an inherent feel of uniqueness in every playthrough, whether from the collision of what I expect to happen vs what really happens, or from bugs in the game that somehow morph into "features," or from the tension that you cannot entirely predict. Roguelikes do this with varying success, so do games that just happen to create dynamic systems with rough edges in their play (such as STALKER), and generative "story" style sim games like Rimworld and Dwarf Fortress. Nex sort of facilitates this random-but-not-lol-random scenario where I'm mentally picturing the alliances everywhere I am and how e.g. I could find myself on the other end of the sector and suddenly Nachiketa flips and I gotta find the second-largest gas station in the galaxy. Or my rival faction's home sector is close to capture and hmmmm how do I take advantage of this?
I personally think having an option to disable victory conditions entirely would be great. I don't play with Nexerelin to "win", I do it primarily so that I have a dynamic world to play in, where meaningful non-deterministic changes are occurring (there are other nice features too, but that's the main draw for me). For me, the victory conditions are just unnecessary (albeit minor) annoyances which pop up and briefly interrupt my gameplay at some point, but which I otherwise ignore.
This is also my (limited, four complete rounds of Nex) preference for Nexerelin: I want the dynamic interactions to be already in the game as it just feels "expected" of a tense, on-the-brink-of-conflict space sim, but you've stepped up and offered your interpretation of how it should go, and I enjoy it, so I play it. But I don't care much for the "win" condition per se as it gets a bit hectic and clashes with the exploration portion as the first few hours give way to the "oh ***, gotta hustle" portion. Again, my preference.
Side tangent: one thing I enjoy from games is an inherent feel of uniqueness in every playthrough, whether from the collision of what I expect to happen vs what really happens, or from bugs in the game that somehow morph into "features," or from the tension that you cannot entirely predict. Roguelikes do this with varying success, so do games that just happen to create dynamic systems with rough edges in their play (such as STALKER), and generative "story" style sim games like Rimworld and Dwarf Fortress. Nex sort of facilitates this random-but-not-lol-random scenario where I'm mentally picturing the alliances everywhere I am and how e.g. I could find myself on the other end of the sector and suddenly Nachiketa flips and I gotta find the second-largest gas station in the galaxy. Or my rival faction's home sector is close to capture and hmmmm how do I take advantage of this?