Joubarbe wrote:Sparky Sparkycorp wrote:When I started using this mod with my existing game (LU but not important), being knocked down from my previous rank-related mission difficulties to the bottom of XMR scale was quite a setback. Although in the interest of trying something new and bug-testing, I didn't mind too much.
Perhaps you could consider adding an optional scaling of available points for people using this with existing games to help them regain some of their non-trade earning potential.
If you have money, you have ships ? If you have ships, you can risk harder missions, don't you think ?
Or do you mean giving perk points according to your fight rank, for instance ?
Yeah, the giving of some perk points according to fight and trade rank (or the unlocking of some perks instead if you prefer).
For example, I installed XMR with 2 M6s, 2 UTs and a combat rank of 20 or 21 and earnings of 2-5 Mil per assassination mission (targets of M8 or M7 were common). Whereas having unlocked "average" missions and a range of mission types (there isn't a combat mission tree so there a need to spread around), I am currently on ~120k per mission.
Having seen the nice v1.3 change log teaser (nice idea), I guess that could increase base on one of the bugs fixed so maybe things are a bit out of proportion in v1.2 so at this point.
I can't comment on what that might be equivalent to in v1.3 but it gave me the idea that people that have grinded earnings pre-XMR might hope for an element of continuity. For example, my saving up for an M7 took quite a hit and others might like to use and replace fighters or expand their trade empire.