gunship256 wrote:I tried the mod a second go this weekend after George showcased it on Twitch.
I have to say that I really like it, and it feels balanced. The Black Market acts as it should by becoming hostile after one if its stations is destroyed. This doesn't end the game as it would with other factions (*ahem*) but creates farming opportunities at the cost of what would otherwise have been a great place to sell and install stuff.
The loot at BM shipyards is disappointing. I'm guessing that's because the game damages or destroys most of a station's inventory when the station itself is destroyed, and shipyards don't start with much compared to CW stations.
Farming the guards, on the other hand, is well worth the trouble. The Molotoks are a reliable source of fragmenting MAGs, and the Manticores, high-flux MAGs.
Any chance you could code the other factions to act this way too?
Revamping all other faction's justice systems would unfortunately be beyond the scope of this mod(it's focused solely on the Syndikat, as the name implies), but George has responded positively towards revamping the justice systems of the main factions later on, including several of the suggestions I implemented here. I certainly agree that it's strange that they don't turn hostile after the player destroys the equivalent of several major cities.
That said, I do have plans to add a bit more content to this mod - having bounty hunters gate once paid off is on my list, as is level - scaling for bounty hunters and Black Market guards. I also plan to handle 'piracy' against smugglers, with retaliation against non - members and fines against members. Ideally, I intend eventually complete a justice system that could be used as a base for those of the other factions you mention.