I've been away for a while since the mod was still in early development and last time I commented I think the mod authors didn't like my argumentativeness about Star Citizen lol
I'd like to discuss what they think of SC now that it's matured and more information has been released including the hangar and the upcoming Dog Fighting module, but before that I have a question about starting scenarios for this mod. I remember hearing something about how you can only start with one to three planets and with limited supply and a few ships at most. There's no real way to start with a faction that already has that faction's planets during that era and play from there. I was thinking of ways to get around this and thought of one I think might work. I don't think I've heard it before but I could be wrong. If this is even possible please let me know. Anyone with a mod tool kit (or whatever you guys use) could take an era, start a game, place all factions where they want in the lore friendly places and with the lore friendly units, give them whatever tech level they want, save, exit, and then post the save online after they've turned the AI back on or whatever and chosen a faction to be in current control of. When anyone loads up the save they would be in lore heaven. Obviously if Dev saves are different in any fundamental way from regular saves then this wouldn't work and would break the save. But if there is any way this could work or if there is something else that you have figured out I'd be interested and would be happy to test it out if someone could point me in a good direction. I really want to be able to start in a lore friendly way with all the planets, units, and tech that would have been present during that era.
I understand, "balance" and all that...but I really like to be able to have it lore accurate and STILL kick some rebel ass or vice versa.