Fractal Softworks Forum

Starsector => Suggestions => Topic started by: Transuni on November 25, 2018, 07:36:35 AM

Title: some about colony
Post by: Transuni on November 25, 2018, 07:36:35 AM
  The colony has accelerated the process of the game, and where is the problem? I think the core of the problem is capacity. Why hegemony can be called hegemony, because he can output a whole fleet in very fast time, of course, other forces can do it, too. But now players can produce defensive fleets almost without time, without capacity constraints, without daily maintenance, so that in the middle-time player can block the expeditionary fleets of various factions, and the only limit to achieving this is the blueprint.
  And of course I know that adding capacity systems may require overturning existing economic models, which I think is going to be very, very difficult.
  In addition to the production capacity system?increases the monthly expenditure of patrols? another advice is about the population of the colony, which I think can be divided into local and external. Local population growth is slow, but he can provide very strong stability, external population can attract investment, but the stability is lower, and meet intrusion would leave. After all, this is colonization. In reality, what can be referred to is British colonization of North America. Another example of external population is European refugees.
  The final suggestion is about the attitude system, which I think can be divided into the relationship between player and factions and the relationship between faction and faction. When I worked for tachyon and raised the attitude to 100, the war between tachyon and hegemony reduced the relationship to -50 instead of deduct 50.I think this is unreasonable and ai should be able to sense who is "a friendly traitor".The relationship between the player and factions rises or falls through by player's behavior, and the events between the faction can affect the attitude but do not determine it, and the effect is one-way. For example, if there is a trade friction between players' faction and other faction, it will be conflict even if players have good relations with other factions.