I have finally decided to go ahead with any idea I had for a DiD game (my first one ever!). This is a heavily modded game, based on XRM 1.29c. I would like this to be both a creative outlet but also a showcase of some really awesome mods. Here's the complete list of mods:
- XRM 1.29
- XRM High Hulls
- XRM IEX
- Custom made "Anonymous Terran" start (a combination of XRM's versions of Anonymous Argon and Terran Defender starts, with only nominal Terran standing)
- LoCo for XRM+IEX
- Bounce
- Anarkis
- Pirate Guild (medium, neutral)
- Yaki Armada (neutral)
- Phanon Corp for XRM
- Improved Khaak v2 (initially deactivated; will turn on when further in the game if I make it that far)
- Revelation (using Alkeena's XRM adaptation - also for late game, so inactive at first)
- Abandoned ship spawner
- Blacklist Manager
- Cheat package (safety measure for any bugs/mod-related issues)
- Community Plugin Configuration
- Advanced complex hub
- Complex Cleaner
- CSecG
- Drone Carrier Software
- Detector 1.7
- Dock lock-up fix
- Emergency Jump
- Enhanced mission briefings
- Freight Distribution Network Light
- Free Jump for AIs (less cheaty version)
- Galaxy Explorer
- No rep loss on gate collisions
- Improved Boarding
- Marine repairs and training
- Optimized MK3s
- Mobile Mining MK2
- OK Traders
- Pure X HUD v2
- Quantico Marine Base
- Organic Boron Hulls
- Mosquito defense
- Missile safety
- Space Suit survival kit and ejector
- Xenon/Khaak/Yaki/Pirates Ranking
- Repair ships command
- Pandora tuning ejector
- Safe undocking
- Salvage Claim Software
- Salvage Commands and NPCs
- Smart Turrets
- Sector Take Over
- Slow notoriety (33%)
- Super Script Killer (in case there are script issues due to the large number of mods)
- Terran Revitalization Project missions (adapted by me to be enabled with XRM starts)
- Turbo booster
- Turret on/off
- Universal Best Buys and Sells
Although I have been playing for a while, I have never made it to mid/late-stage game due to various RL issues. However, I think this is helpful as I would like this DiD to be from the eyes of someone who started his career in space because of an inheritance; therefore a lot will be brand new to him.
Now the rules:
1. All career paths are open, though I don't think my character will be too eager to get into combat when he starts (he is a n00b afterall!).
2. Fighters can be repaired with the suit laser up to 75% (100% only with credits).
3. Medium sized ships can be repaired up to 25% with the laser (basically restoring force fields/bulk heads and basic power) but up to 100% with credits or marines ("engineering crews").
4. Large ships can only be repaired with credits or with marines ("engineering teams").
5. Reloads only if the computer crashes or due to autopilot stupidity.
6. Smart Turrets enabled for NPCs.
7. NPC Slavagers enabled (60min window).
8. NPC Boarding parties enabled.
9. NPC defending marines enabled ("few").
10. Phanon corp enabled from the start.
11. Revelation and improved khaak are for mid- to late-game stages so won't be enabled in the beginning.
12. Anarkis enabled for Pirate Guild and Yaki Armada.
13. Pirate Guild allowed to destroy stations and set to friendly with Yaki Armada.
14. XRM Terran-Argon war disabled.
15. Non-Terran ship purchases only after hitting at least Rank 5 with said race (the war has just ended, so plenty of distrust around). Of course, boarding is ok!

I think that's it for now. If anyone is interested enough to suggest any other rules, I am all ears.
Thanks!