Sn4kemaster wrote:Oh and don't get me started on the boost extension ( I really hate that thing again AI does not use it and i never have for years as it makes all those carfully balanced ships accelartion speed just turn to b*llocks ) or the that stupid turbo booster....oh my life!
Turbo booster gives competent player tremendous advantage. You are really one man army with it. Here I exterminated whole paranid task force in basically oversized fighter, xenon P:
P vs Paranid. And again, that thing is very useful when traversing large sectors or other non combat uses. It's certainly handy to have: here is what they should do - make it use shield energy. Meaning: no enemies around - fine to use. You can run away from battle but cannot get beck to it. If you've been seriously pounded already: cannot use it. Perfect solution. Now it's way OPed but hard to resist, I use it alot in non combat situations /as in combat, really.
Probe1 wrote:I qualify to answer that. I have most of MBRR disabled though as the OP of XRM suggests. ... because I have invasion forces turned off and all that.
Where does OP quote that? All I remember is some vague advice of turning xenon bases OFF. I believe most of things you mention are turned on by default, invasions, takeovers ....
nap_rz wrote:to all who's discussing the war, but especially those who also install MBRR, Pirate Guild and Yaki armada
how are things in your game? do these additional scripts really enhanced the war, or or actually over done and messing things that make the universe weird?
it is said that we are recommended to turn off the rearguard in MBRR, but why exactly? it is expected that core sectors are hard to be invaded...
I have The Guild and Yaki Armada (MBRR from beginning) installed just for few days. Not only that pirate gain more ships, bases and more active "personality" but also pirates faction haves far more "depth", It's really great for player that want's to be almost pure pirate, which was impossible in vanilla, better in XRM but here it's really nice. Pirate bases have plenty new wares, upgrades, shipyards, you can bribe/give money to their bases, give ships as presents, request and pay for pirate raid on some base or ship, ask fellow pirates for news, for good prey nearby, .... It's neat.
As for war I can't say because I still play TC.XRM but others have reported fine results, pirate activities are universe wide and you can dosage their strength /influence, while war is pretty localized.
Black147 wrote:
I´m currently testing the map and setup, changes show up and no issues so far. Would you be interested in offering this as an optional compatibility download with XRM? I´d be glad to share it.
That actually sounds great, I suppose you've contacted authors of original mods and secure their approval?
Drockt1 wrote:
Everyone has different ways to play.. but come on, if you are trying to compare fairness to what the AI can do.. don't ever strafe.. period..
Maybe you can strafe and have some other advantages, but le's not forget AI has unlimited resources and creates whole task forces out of thin air. I'll say it's fair enough :)