In vanilla, you start with nothing. You have base stats, a singular goal, and to get to that goal, the challenge becomes more and more difficult until, eventually, either you stop playing or you lose the run.
I've found that the issue lies in loot being too easy to get early game and too hard to get late game, so I made a mod to affect player movement.
To put it simply, there are two systems at play here- A simpler one that buffs (or nerfs) all players, and a vastly more complicated one that buffs (or nerfs) individual players.
You start off with normal stats, apart from the amount of time you can sprint, but the more you profit, the stronger of a buff you get.
These buffs affect movement speed, sprint time, and jump height, and they stack with another buff.
But you're probably wondering how to actually GET them.
There's two simple mechanics here that are used to determine the easier component.
- If the ship recieved loot last round, it checks to see if it met a hidden quota. If it did, then all players gets buffed, and if it didn't, all players gets nerfed... If they didn't just sell or it's the first day, of course.
- This buff requirement gets increased with each quota, going in increments of 4 and starting with 4, daily, with quota 2 requiring 8 scrap daily, etc.
- The second simple mechanic is using a similar mechanic, but with a higher number, and a random modifier. You don't get nerfed if you miss this one, though, you just don't get buffed.
The final concept isn't fully functional yet, but I'll go into detail about it here now, since it does exist.
Personal Modifiers are...
- Potentially able to contribute to group modifiers
- Temporary?
- Only applied in Multiplayer (Since you'd not have anyone to compete with otherwise)
- More effective than Group Modifiers
- Large nerf to the player who winds up being the laziest BUT
- Large buff to the player who winds up being the most profitable AND
- Decent buff to any other players without either of those two accolades.

