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Does your mod change anything with this?
<do_if value="$attacker != player.occupiedship">
<set_value name="$ejectchance" exact="$ejectchance / 4"/>
</do_if>
<do_if value="$target.iscapitalship">
<set_value name="$ejectchance" exact="$ejectchance / 2"/>
</do_if>
<do_if value="$target.trueowner == faction.xenon">
<set_value name="$ejectchance" exact="$ejectchance / 3"/>
</do_if>
So the reality logic would be, that every pilot would leave his space ship to spare his life and the game would be full oft abandoned ships. This mod makes this only a little more realistic because not all are stupid Kamikaze Pilots.
But it breaks also the econemy. You would be rich in no time to collect all the ships. That was the only reason why i have deleted this mod and switched back to a older one. I want to have it a little more easier to pirat ships by myself but dont want run arround as a collector.
Thx for your work anyway :)
Please take this as a constructive comment.
Tried your mod because it seems like you are addressing some of the missing or not so refined bail mechanics in the base game.
What happened in my game was that every battlefield was full of abandoned ships and you could easily find them even outside the main battle areas.
It seems that with some tweaks on the chance of bailing caused by other NPCs and in general, and as suggested, in a mechanic for NPCs to also claim some of the ships would make the mod more balanced.
As it is, I have decided to not use the mod because it makes it too easy to get abandoned ships, to the extent that it would be easier, and less of a shore, to just use a cheat mod to spawn the ships you want.
Would be amazing if the NPC factions had special salvaging ships that do the same. Or if you'd get a reputation penalty for stealing their ships (which you actually do, you know). :)
Quote:
> and the pilot will never bail (captain always goes down with his ship)
Also what others said: Bailed M/S ships everywhere, some with over 50% hull. I just got 13 Kyds from Vigor Syndicate that bailed when having a fight with the Argons.
and that takes billions of credits so im not going to complain ;p
"Bailed ships will be deleted after roughly 2 hours, unless the player is in the same sector as the bailed ship."
- does this also apply to abandoned/derelict ships that spawn at specific locations in every game? like the odysseus in faulty logic or the osprey in company regard?
@Astalid 100% in my plans for the mod to allows players to tune the rates/limits. Definitely very hard to balance across all mod combinations, but I need to work out how to use the simple mod api mod first haha
Will post an update once beta 7.0 is in a more stable release :)
Nevertheless, great work :)