This is a really good topic.
Kaama has pointed out a few things which are true but not acknowledged much. And I totally agree with sjf about this: "Changes that totally break or confuse something that has worked perfectly fine in the past.".
Balance is nice but not if it brings everything down to a level of mediocrity. Rather than total balance perhaps the focus should be more of a bell curve.
An example is finding 4 segments of heavy meteorsteel in Eridani. This doesn't happen in current game versions but it did back in 1.1. It was great fun (note use of the word 'fun' here) blasting your way to St Kats with few worries. But it only happened very occasionally. So although that game wasn't balanced, it was really enjoyable.
Rather than use strict criteria to balance the game maybe there should be a very high probability of a balanced game but without completely ruling out a chance of something outside the 'accepted' limits from happening. Like the 'wrong' level armor example mentioned above.
Balanced = bland and boring.
Fun = well, fun. Much more desirable. You never know what will happen.
A much discussed example is the omni thermo cannon with the lithium booster and ammo producer (which, I confess, I've never used). It sounds like it is totally unbalanced but great fun. Rather than somehow stopping this from happening at all, somehow make it only possible for this combination to occur in 1 in 5 or 1 in 10 games. I don't know how, but to just remove this combination from the game would be a boring alternative.
To paraphrase a wise person: "It is probably more desirable to have the "best-selling, most fun" game rather than the "best, most balanced" game. Or to put it another way "give the player a good time, not what would be best according to a strict interpretation of game development dogma".
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Ofc evrybody can mod the game in any way he or she likes...wait, not realy.
This is true. The code is getting more and more complex. Which is great from a game perspective as it means more and better features. But from a player/modder perspective it is virtually impossible.
I suspect that quite a few people have tried to mod but got stuck because of one thing or another which is obvious in hindsight to experienced modders but cannot be deduced by someone without the required knowledge.
I quote murlocdummy from the "Basic ship modding tutorial" forum topic:
It's great that Pixelfck wrote up the tutorial, but without key information, it's extremely difficult to determine how to just make things work at their most basic level.
Too true.
I think it needs more tutorials, more documentation and more comments in code. The level of info is much greater than it was but a lot of it is definitions which although helpful isn't really what is needed.
What is needed is examples of how to use the code (possibly there could be a tutorial/learning mod section on the Multiverse). TransGeek's "Using ScrAddAction To Change Dockscreens Without Overwrting" forum topic is excellent, as is Xephyr's "Missions 101" topic.
'enum' is a great example.
From the function list:
(enum list itemVar exp) -> value
Iterate itemVar over list evaluating exp. Returns the last value of exp.
From the xelerus function explanation:
A function allowing you to run an expression using the variable to store the element you are at for every element in a list.
Although absolutely correct, this doesn't help someone trying to learn how to mod.
Please note that I am not criticizing or complaining, the effort put in by community members is outstanding and the Ministry reference topics are great, just trying to point out what is needed to get more mods out there. In my thinking the game will be more successful as the number of mods grows (but I'm not a game developer so this may be wrong).
Yes, people can go to IRC or Discord to get help but that helps only a few people in limited circumstances for a very short period of time. It would be better if everyone could benefit from all the info at any time.
Stupid code. Do what I want, not what I typed in!