It's basic courtesy not making us wade through your stream of conscious less. I realize you posted that from a phone, but even then it's not too hard, to add punctuation marks and paragraphs. If someone disagrees with my thought process, it's easy to tweak the cyber module counts in sq_scripts\rsdAlternateStart.nut Rush Standard and Repair, or go all in on Hack CYB, or focus purely on STR/END/AGI, etc. Instead, I want this to be something where people exercise some creativity and make early character builds that were previously impossible. In actuality the modded start with the same skill choices (Default Strength 2 Hack/Repair/Modify -> Maintenance -> Research) is slightly worse, as you don't get a free Maint tool in your starting inventory. If the mod lets you make the exact same skill choices as that Navy route but with some modules left over, it's almost a no-brainer to go for the modded start over it every time. The reason I went with the lowest number of CMs possible for any class is that I didn't want to make the mod start objectively better than any vanilla start. No starting stats, skills, powers, or starting equipment - you truly start from scratch. The career choice is just flavor (since I can't remove it from earth.mis outside of just moving one of the triggers to the earlier hallway, which still means one of them shows up in the summary screen) I didn't intend for it to affect gameplay.
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