Let me start by saying that this is an absolutely awesome mod and I'm thoroughly enjoying it, however there's always room for improvement.
Here are my thoughts, take em or leave em
- Some notifications from the core sector have disappeared (I can hear the sounds from the notifications like an incoming raid but I don't see it) and the intel screen is also almost empty, not sure if this is intended.
- After doing about 15 jumps, I got one system with [REDACTED] base, three(!!!) systems with certain very powerful [REDCATED] replicating ships, the rest of them have been empty systems either with a lot of debris and a lot of derelict stations/ships or mostly empty systems with some ruins on planets. I didn't get any inhabited system yet, although that is strongly implied in the introduction. I think the RNG could use a dice-weighting system where each time you jump, you slightly increase the likelihood of getting all of the other system types until you eventually get them and reset the chances. This would prevent save-scumming and make sure you're going to eventually explore all of the system types.
- My fleet is not yet strong enough to defeat the tes[REDACTED] ships but as far as I can tell there was nothing special about that system aside from the ships themselves, perhaps it makes sense to make them guard something valuable?
- All of the derelict ships I've encountered require a story point to recover, is that intended?
- Would be nice to see more unique systems in the future, perhaps with small quests tied to them? The potential is limitless...
- Perhaps one of the systems could contain a device that would allow the player to attune to specific system types (with a chance to backfire?), say I wanted to farm [REDACTED] and don't care about surveying planets... Or if I wanted to trade my stuff in and I want a habitable world.
EDIT:
To expand on my "attunement" idea, perhaps you could introduce a system like greater rifts in Diablo 3 (or maps in Path of Exile) to make this truly late-game: say you randomly encounter a [REDACTED] base, you defeat it and you loot a "key", coordinates of a stronger [REDACTED] system with better rewards and stronger forces. If you're able to defeat it - you can find a key to an even stronger system, infinitely scaling.
The same might go for inhabited systems in two variants:
- A friendly system, where you could buy an expensive coordinates of a richer system, with more demand.
- A hostile (human) system, where you'd need to perform a raid to extract the location of a larger hostile system (or even other system types?) with heavier defending fleet and defending forces, but with more resources to plunder...