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1. Rigidity of plot.
I can make plot and tie it to PX specific colonists. That gives me more control over the plot but lowers replayability, and removes a lil fun if you want to play with the newest set of mod characters. Or I can build the plot in such a way that one colonist under certain conditions plays a part in the plot.
Do the trading/biology/hacking skills make sense as is? Or should I build out story events to guide/teach you them?
(For ex have a notorious hacker teach a colonist and explain how it works instead of it being 1-2 researches into a whole new workbench/recipe system)
I plan to allow you to pick/ guide which side of the conflict you are on.
And I think it would be fun to have the colonists themselves have a "stance" on that conflict. This would mean you could start a game & all your colonists are rebel scum, but you actually wanted to try out allying with the empire.
With how few colonists we have in SAD, this sounds fun to me. Trying to manage/ change the loyalties of your few colonists.
1. Plot / Colonist ties
I’d vote for the “one colonist under certain conditions” route. I run with a lot of extra character packs and usually keep only half the team as Project X originals, so keeping the story flexible fits better for replayability.
2. Skill introductions
It’d be great to have some fallback or slow-grind option for untrained colonists. Losing Fiona and suddenly realizing I had zero traders left hurt. Even a minimal “dredge” mechanic to build skills to a baseline would help a lot.
Also, I might be missing something on the hacking terminal, haven’t reached it yet after two Project X scenarios (first team had Zacharie and one other). Maybe I’m overlooking a trigger or crew requirement?
3. Loyalty system
Love the idea. Maybe give non-Project X colonists a random or preset stance so imported characters still feel part of the narrative? I’m a sucker for story beats like that.
Thanks for keeping this mod alive