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Nanook
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PostPosted: Tue, 6. Mar 18, 21:52    Post subject: Reply with quote Print

pasmon wrote:
Quote:
Go to S&M. Scripters have surely done something like that.

Individual Scripts destroy the overall balance and hence fun of game. Only the original developers know how to manage both of them together.


Not really true. All the Bonus Pack scripts started out as player-made ones and were adopted by Egosoft. Another example is the Universal Trader script 'Trade Command Mark III'. This started out in X2 as a player script and was subsequently incorporated into every X3 game.

What? Do you think the developers can think of, and do, everything in a game, especially small developers like Egosoft? They depend on the player base to help add functionality to the game, either by suggestions or by scripts and mods. It's up to each individual player to decide what's fun for them. To make a blanket statement that scripts "destroy the overall balance and hence fun of game" is silly.


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jlehtone



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PostPosted: Tue, 6. Mar 18, 23:35    Post subject: Reply with quote Print

pasmon wrote:
Individual Scripts destroy the overall balance and hence fun of game.

Well, well, well ... Twisted Evil

You did state:
pasmon wrote:
There must be a missile barrage command for the entire wing to launch a specific missile with minimum cool down from a specified distance and for balance, AI should also be allowed to do the same.

To me that looks like you would consider the game more fun, if such "individual" wing missile barrage script would be added to the game. Why should it matter, who adds the script, if it does what you want?

But then you did claim that additional scripts added by player destroy fun. The vanilla game does not have such script, so vanilla must be more fun than a missile barrage from fighters? You, as a player, cannot possibly know what is fun for you, but the devs do?

Confused



X3 Reunion did not have M8, M7M, or wings. No missile barrage of any sort. Good balance, yes?
A player wrote a "hotkey script" that did add "Group launch missile at my target." Must be bad?
Egosoft did include that script into X3R Bonuspack, making it "vanilla". How someone else's blessing could suddenly change the (lack of) fun and balance that you perceive in a script?


Some of the "individual scripters and modders" of earlier games have become "devs" of the later games. How did they manage to shift from destroying balance into knowing how to set it right?


Sorry, but I believe that these games should be played in every way that the players want to play them. Pirat


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pasmon





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PostPosted: Wed, 7. Mar 18, 09:06    Post subject: Reply with quote Print

Quote:
Some of the "individual scripters and modders" of earlier games have become "devs" of the later games. How did they manage to shift from destroying balance into knowing how to set it right?


So if i introduce a comprehensive mod implementing aesthetic changes, it will be finally accepted by the devs to be a part of game? Why did not Codea get accepted? It was a great idea as i read.

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Nanook
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PostPosted: Thu, 8. Mar 18, 01:08    Post subject: Reply with quote Print

Codea is available for those that want it. However, it does raise the difficulty level, and so most likely was not considered a good candidate for inclusion. Most Bonus Pack scripts add some kind of functionality to the game without making it more difficult. Here's another example - boarding. That originally came into being as a player-made mod for X3 Reunion. The functionality was added to subsequent games, but the mechanics were vastly different. For that matter, ideas from Codea were probably added to Rebirth, too.

One of the best aspects of player-made mods and scripts is it allows players to test out new ideas for the game, which may get included in the next game in one form or another (or even as a Bonus script for the current one). Smile

So I'm really not comprehending where you get the idea that "Individual Scripts destroy the overall balance and hence fun of game." Confused


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Triaxx2





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PostPosted: Thu, 8. Mar 18, 03:46    Post subject: Reply with quote Print

I would say the complexity level rather than the difficulty level myself. (Seriously it's a pain to get it to stand up and behave itself.)

Think of Scripts and Mods as condiments. You first take a bite of the meal. And then you adjust it to your personal tastes. You don't want scripts to change the balance, I like moving the balance. That's fantastic. I love a game that lets me do that. Individual balance of the game is a totally personal taste.


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pasmon





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PostPosted: Thu, 8. Mar 18, 06:21    Post subject: Reply with quote Print

Agreed

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