Combat difficulty another issue, but yes, it'd be good to be able to tweak that as well. Your mod pretty much does that, I believe?DrBullwinkle wrote:After quite a bit of experimentation on the subject of combat challenge (while developing my Combat Tricks OBS Enhancement), I have come to the same conclusion, Barleyman. There is such a wide variety of player styles, skills, and equipment, that it is almost impossible to scale difficulty to fit all possible play styles.Barleyman wrote:Difficulty is fine, people. Adjustable difficulty is just .. dreamy.
That is why most games have a "Combat Difficulty" setting.
My "core" complaint was that there's rather frequent pirate/xeno activity in the "core" sectors that are supposed to be safe. Hence automated ship survivability is rather low. And since it's a core sector, it's pretty suicidal for bad guys too. Perhaps the xenos do not care but pirates should.
I need to check about adjusting the spawn rates. A setting in plug-in menu would be ideal but separate mod/script like the hull modifier would work just as well.
Some places just should be dangerous, it's logical to see lots of bad guys if there's a hostile sector beyond a jumpgate. There's an all-out war in Grand Exchange between Teladi, Xenon, Pirates and Yaki. Good place to be if you want to blow stuff up.