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The player begins from absolute zero and grows, each step being important.
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True, the game's universe is intimidatingly large at first glance and there's almost a sense that even though you've just invested a fair amount of time in several missions and probably haven't even covered a fraction of the game's content, the Escape Velocity series always provided enough feedback to make things interesting.
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Modification, hack and cheat communities added everything they could to the title, from Star Wars and Star Trek conversions to sub-programs that could boost the player's finances or make them all but invulnerable in battle.Īlthough the game has been out for more than two years and is far from new, Escape Velocity: Nova is worth the download and at least a few hours to experiment with it.
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Add in a frenetic user and modification community and the game gains additional value, despite its $30.00 shareware registration fee (somewhat expensive for shareware and one almost wonders if it's worth this to stop Cap'n Hector from swooping in to remind the user to pay up every few minutes). Graphics, sound, items, weapons and game play were improved upon and models took on a more detailed feel. And if someone had worked their way up the food chain and upgraded their ship into something truly fearsome, they could take on the powers that be and attack worlds, demanding tribute to see if they could defeat the planet's defensive forces and subjugate the planet, thereby forcing it to pay into the player's bank accounts.Įscape Velocity grew with its Override and Nova sequels with the authors offering continuations of the original plot lines. Simply land on a planet, walk into a bar, see who walks up to you asking for your services and see where it takes you. Players could also venture into the world of crime and smuggling or support scientific and exploratory interests provided that appealed to them. A player might decide to contract out and support the ruling government or assist the rebellion. Something that differentiated Escape Velocity from similar space trading/campaign titles was the number of available story lines a player could become involved in. It was the extralegal story lines, however, that began to make things interesting.Ī player fights using a stolen alien ship in Escape Velocity: Nova. Some performed this legally by hitting the trade markets, buying low and selling high where they could if a component or material was rare or valued on a distant world. Once a certain level of proficiency had been reached, players began to learn to cut corners where possible in order to enhance their wealth and the strength of their ship. If your ship jumped into a sector in which a conflict was taking place, odds were that you'd need to purchase defensive upgrades to at least survive and limp away from stray fire in order to jump to a safe sector. Ship upgrades, once saved for, allowed players to forge deeper and act more independently.
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With that, players learned how to use the trading routes to their advantage. The necessities of the game presented themselves fairly quickly: Prosper or die. From there, they could become just about anything they wanted to be as they explored an almost impossibly large universe. Both simple and epic in scale, the player started with next to nothing save for a nigh-useless shuttle and an almost laughable amount of money to their name. Mix space drama, action, strategy, terrific graphics, realistic sound, all the customization of a role-playing game, and an intricately threaded story and you had Escape Velocity. During the midst of the job, a friend made the mistake of showing me Ambrosia Software's original Escape Velocity. In the summer of 1996, after a senior year project of revamping the local water company's Web site, a summer position opened to bring the latest and greatest web technologies of the day to the site (read: frames, blink tags and mail links). It probably shouldn't have begun the way it did. The Slacker's Guide - Escape Velocity: Nova and Ragdoll Masters 3.0