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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Chow

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1
Suggestions / Re: Trade is brokenly unbalanced
« on: April 15, 2021, 04:44:51 AM »
the other balance could be that worlds were drugs are allowed shouldn't really be in any short supply of them really (I mean come on pirates would totally have space opium plantations), instead worlds like Chicomoztoc, Sindria and Kazeron should be the big consumers, and the balance with them is that they are always heavily patrolled. Kinda like how third world countries have no shortages of drugs yet first world countries do (trust my experience of lifelong Southamericanism)
Regarding heavy armaments it would be easier to lock them behind underworld contacts (I mean come on you don't sell that kind of stuff in a street market) that way you MIGHT become an arms dealer but not without a bit of time investment, could also carry some relation mallus just like in Nexerelin (found out about this the fun way lol)

This is actually a fantastic solution.

Having the highest drug/weapon margins be in systems that are most heavily patrolled solves the entire problem AND makes sense from an immersion perspective.

Trying to get drugs into a size 7 hegemony military planet would be difficult and warrant larger profits. Plus it carries risk because if patrols seize your contraband you could lose hundreds of thousands worth of cargo.

This is a legit solution.

In my opinion, you should also be fined heavily and be refused to dock at their worlds for a long time if you are caught trying to smuggle illegal commodities into their colony instead of just lose your cargo and your faction relationship only. After all, you will be imprisoned for years on charges of drugs or arms smuggling in real life.

2
Suggestions / Factions war exhaustion system
« on: December 13, 2018, 06:26:51 AM »
For now, once you went hostile with other factions they would fight a endless war against you and your colony no matter how many ships they have lost. I think it would be better and more realistic that a faction(except the Pirates and the Luddic Path) will make peace with you once you and your own faction have destroyed enough enemy ships during the war due to war exhaustion.

3
Bug Reports & Support / Re: [0.9a RC10] Pursued by merchant fleets.
« on: November 24, 2018, 05:20:37 PM »
Just turn your transponder on and they will stop pursuing you. ;)

4
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 23, 2018, 05:13:12 PM »
The ship's D-mods disappear in fleet-buying screen after I save game and load up the save inside a system:

Spoiler

[close]

Spoiler
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5
D-mods disappear in fleet-buying screen after I save game and load up the save in the same system.

Before:
Spoiler

[close]

After:
Spoiler
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6
Bug Reports & Support / Re: The Typo Thread
« on: November 17, 2018, 10:48:41 PM »
Starsector0.9a_RC6

The description for Ion Storm: "...<ost ships are not built to withstand prolonged exposure to the..." should be "Most".




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