(Release) Modern Start
Posted: Wed Nov 02, 2016 4:44 am
There has been much discussion over time about the difficulty level of the early game for new players. In the standard game, gifted the best ship but with no upgrades, new players struggle to escape danger from pirates and missiles, and get annoyed by unavoidable masslocks on the way to the station. Part of this is intentional, to enhance the "universe is deadly" feel of the game and to remind the player they aren't at the centre of it, but in the end I think some players can feel frustrated. It's hard to understand how in the year 3200 some pieces of equipment are not installed by default, like fuel injectors and fuel scoops. And with all the marvellous tech in the future, why is it we have to purchase an upgrade for our HUD that highlights our current target? Why isn't that a default installation?
There are probably ways to explain the lack of any of those things, and that's fine. This OXP aims to give the player a new way to start the game, with four pieces of extra equipment designed to make life simpler for new players. So let me state this clearly right at the start - this OXP will make the early part of the game easier. That is the intention. Anyway, here's what you get and why:
Fuel Injectors: These are necessary (and almost universally voted the No.1 first upgrade for any new ship) to escape pirates, missiles and masslocks.
Fuel Scoops: Sun-skimming for fuel should be an option from day 1 if the player wants to get into piracy or smuggling, and being able to scoop cargo should also be available to brand new players.
Scanner Targeting Enhancement: I've included this because it makes the HUD come alive with what I believe to be critical data. First, the player gets a little arrow around the crosshairs pointing to where their target is. Secondly, when the target is visible on the viewscreen some vital pieces of information are shown: the distance to target, and the target's current legal status. Knowing how far away a target is helps you decide when you should start shooting with your current weapon. Shoot too early and you risk overheating your laser prematurely for no benefit. And knowing the target's legal status can help new players flee trouble quickly, rather than just waiting to see if the scanner turns red.
Fast Target Selector: Attempting to target a ship on the edge of scanner range can be a frustrating process of jiggling the crosshairs over the distant ship, hoping the ident system locks on. The Fast Target Selctor makes life easier by allowing the player to just cycle through all targets on the scanner.
There are, of course, arguments to both include other pieces of equipment at the start, or for why the ones I have chosen shouldn't be given away at the start. That's fine. It may be that after some discussion the list might get altered. Also, there are those for whom the opening part of the game creates some of the best sweat-inducing, nail-biting moments ever, as you wrangle your underpowered Cobbie past pirates who will pursue you all the way to the main station trying to get your cargo. That's fine! My goal isn't to rob people of some potentially wonderful gaming moments. My hope, though, is that by using this OXP some new players can find their feet faster, allowing them to experience more of the fun side of the game, after which they might be more inclined to try the original start position.
I've included 6 different scenarios to start from:
With thanks to spara for his "Start Choices" OXP, on which this OXP is based. Both OXP's can be installed at the same time, giving new players even more starting positions.
Download via the manager. Wiki page also available.
There are probably ways to explain the lack of any of those things, and that's fine. This OXP aims to give the player a new way to start the game, with four pieces of extra equipment designed to make life simpler for new players. So let me state this clearly right at the start - this OXP will make the early part of the game easier. That is the intention. Anyway, here's what you get and why:
Fuel Injectors: These are necessary (and almost universally voted the No.1 first upgrade for any new ship) to escape pirates, missiles and masslocks.
Fuel Scoops: Sun-skimming for fuel should be an option from day 1 if the player wants to get into piracy or smuggling, and being able to scoop cargo should also be available to brand new players.
Scanner Targeting Enhancement: I've included this because it makes the HUD come alive with what I believe to be critical data. First, the player gets a little arrow around the crosshairs pointing to where their target is. Secondly, when the target is visible on the viewscreen some vital pieces of information are shown: the distance to target, and the target's current legal status. Knowing how far away a target is helps you decide when you should start shooting with your current weapon. Shoot too early and you risk overheating your laser prematurely for no benefit. And knowing the target's legal status can help new players flee trouble quickly, rather than just waiting to see if the scanner turns red.
Fast Target Selector: Attempting to target a ship on the edge of scanner range can be a frustrating process of jiggling the crosshairs over the distant ship, hoping the ident system locks on. The Fast Target Selctor makes life easier by allowing the player to just cycle through all targets on the scanner.
There are, of course, arguments to both include other pieces of equipment at the start, or for why the ones I have chosen shouldn't be given away at the start. That's fine. It may be that after some discussion the list might get altered. Also, there are those for whom the opening part of the game creates some of the best sweat-inducing, nail-biting moments ever, as you wrangle your underpowered Cobbie past pirates who will pursue you all the way to the main station trying to get your cargo. That's fine! My goal isn't to rob people of some potentially wonderful gaming moments. My hope, though, is that by using this OXP some new players can find their feet faster, allowing them to experience more of the fun side of the game, after which they might be more inclined to try the original start position.
I've included 6 different scenarios to start from:
- Modern - Standard, start with a Cobra Mark III.
- Modern - Medium, start with a Moray Star Boat.
- Modern - Hard, start with a Cobra Mark I.
- Modern - Harder, start with an Adder.
- Modern - Miner, start with a mining Cobra Mark I.
- Modern - Hauler, start with a second-hand Python.
With thanks to spara for his "Start Choices" OXP, on which this OXP is based. Both OXP's can be installed at the same time, giving new players even more starting positions.
Download via the manager. Wiki page also available.