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« on: June 30, 2022, 01:52:19 PM »
Suggestions:
1. Mod really needs a better way to steal mods from other ships, you don't want to necessarily salvage them, maybe you it is not even possible in first place (like automated ships without the appropriate skill).
2. Need some weak upgrades with no downsides so you can fill the "bandwidth" of any ship if you have resources for it, you are making this a "further specialization" mod, but you can't predict every single specialization players will invent, so the mod might end useless because none of the upgrades fits a ship. (suggestion: 1% weapon range per level, 2% battle speed per level, 2% extra cargo and fuel per level, etc...)
3. What would make your mod shine above many others, is if you add some explorer-friendly things, for example currently only one mod (HMI) adds a hullmod that increases sensor range! Would love if exotica improved sensor range!
Longer term suggestions:
would be nice if the "exotica branch" was an actual building, and be available only on some planets, or allow on all planets (maybe even on space) the player to tweak his exotica a little, but have more powerful options only available on planets that have the real building. Also make building improve colony too.
Also you could add HMI and Shadowyards resources to to the mod too, like using nanites and capacitors to craft some mods. For example have nanites improve "physical" mods like armor, and capacitors improve the "energy" related mods, like flux or speed.