

And also find a way of removing the random chance story forks without getting rid of them.
#EV NOVA AURORAN STORYLINE MOD#
I'm starting to really think about biting the bullet and making a mod to liven the whole galaxy up and re-work the main plots in the game so that instead of ambushing you they just become natural extensions of play. As it is part of the problem with the storylines is they are all so cramped in to a small area. If I could eventually join the Auroran Empire because I helped them out in their own space and got my own standing up with them rather than because I happened in to a bar on Codec with a high enough combat rating.


I think the storylines would have been helped a lot of they had used the vastness of the galaxy they had created to their advantage. Meanwhile I could describe FedSpace in fairly accurate detail. I must have done the Auroran storyline five or six time by now but I couldn't tell you much about Auroran space outside of the homeworlds and a couple of others. Through side-quests and the like you become intimately familiar with the core Federation worlds but by the time you hop in to a storyline mission the rest of space is basically dead and even once you start the story I find myself glossing over the worlds I pass by. This made me realize that because of this EV Nova actually ends up feeling smaller than the previous ones. Until you start doing the various side-missions to open up the Auroran BBS system or start in to a storyline there is almost nothing to do. I've been struck by the modding bug and since I've mostly been looking at playing around with fixing the storylines to make them all less ambush-y I realized the are almost no random missions outside of Fed space. And another thing that gets me about EV Nova in particular is how dead non-Fed space feels. Yeah, I feel the inability to store ships in hangars was always missing (or to transfer to other ships in the fleet) in later games in the series.

It doesn't matter that you handle like crap even with all the upgrades, you've got 16 railguns, and enough space left over to sock up on defensive turrets, and missiles) but it's the best escort in the game by a huge margin.Re: Part 3: The Fighting Irish, from the Irish Planet (continued) The Raven doesn't make a very good ship to fly in, (Heraan Va Ytreck Auroran Carriers are fun, 1279 tons of space, 10 gun slots and 12 turret slots when fully upgraded, and almost as tough as the Raven. Every Raven variant has 5 turrets which is only behind the Auroran Carrier, the Thunderforge, and the Unrelenting, which all have much larger faults. None of the others have any armour regen at all, while the Raven has 30. They are the only ship to break the 3,000 mark for starting shields+armour, are 500 points clear of the closest Federation and Auroran competition, and they've got better shield regen than all the other capital ships. The Nil'Kimas Raven is the single toughest ship in the game, although the Kestrel and the Krypt Pod are pretty close.
