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Messages - alexwtb234

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1
Suggestions / Fear and Grief
« on: November 23, 2022, 01:02:49 PM »
Humans, they have emotions, they feel happiness , sadness, hatred , fear , hope.

Reputation in starsector only reflects how much they hate or love you.

FEAR:

How much they FEAR YOU, increases when you RAID,PERSUE FLEEING FLEETS , And performs SATURATION BOMBARDMENTS.

at low fear levels , they will treat you equally, but wont be as obedient, at high fear levels, they will be UNEASY in your presence, and will do ANYTHING to get out of your way, patrols will hesitate to engage even with positive reputation.

Fear can be reduced by simply not persuing fleeing fleets, helping with unrest and supplying food and supplies to planets who have insufficient stocks.

ADVANTAGES:

Fast pickets wont attempt to inspect your cargo. (above 50% fear)

Enemy fleets will not engage if their fleet strength isnt atleast 40% higher than yours (above 50% fear)

5% 7% 10% more income depending on colony size (you get more profitable deals, because others fear , you know, sat bombing)

Fearfull leader condition: 10% more production on each industry.

More Bounty Contracts


Downsides:

Crew Over Pressure : Your crew is scared enough that they only wear brown cargo pants to hide it, and it causes, once in 3 months

5%(25%fear) 10%(50%>fear) of your crew to simply run away when you dock in a market. 

Cannot Buy CREW on the open market.(30% fear)

Less Trade contracts.


EXTRA:

Dialogues change depending on fear levels.

25% - uneasy.

50% - shaking on their boots

100% - Their second in command assume due to the captain passing out.





GRIEF:

Aka, i wish to hit you in the feels for doing that saturation bombardment.

saturation bombardments: 25% chance of triggering per colony size (25,50,75), launches an unavoidable revenge fleet after 2 months right into your location, the captain greeting you had something taken from them, they will not flee as they have nothing to lose and only have one officer due to the nature of the mission not including coming back home.



Crew is also subject to grief with the same chance, they dropped the bombs after all, crew members will often revolt, requiring marines covering a minimum of 30% of your current crew to prevent CR decrease and ship damage.

or you know, vent themselves into stars when near them.

2
Suggestions / Re: Kakroom
« on: November 01, 2022, 04:11:10 PM »
i am two years late, however.


A bioweapon would be , absolutely terrifying if its symtoms stay silent for a few days, imagine a disease, suddenly striking... DOZENS OF WORLDS, Quarantine? unless you have planetary shields, you cannot contain the infection.

3
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: October 29, 2022, 04:35:56 PM »
SUGGESTIONS:

Nerfs... DONT.

Is your faction about a technologically advanced faction with great firepower and naval power? keep it that way! although you can change elements related to the faction economy and behavior.



Make things more expensive... why you may ask?

Well... because as soon you buy one or two UAF capitals, you basically have a endgame level fleet, same goes for the weapons, incredibly powerful, and relatively cheap.


Make things RARER

"Why? isnt the semibreve hard enough to get?"

Nope, the prism free port may sell you those bad boys for a few hundred thousand, but hey, its a one hundred thousand investiment that can give you a one hundred million profit if you mount it on the right ship, same goes for the missile capital which name i wont mention because i know i will mispell it horribly.


Make UAF fleets Smaller:

from my experience, one heavy patrol can solo an entire invasion fleet , and that applies to almost any faction.


Reputation Changes:

Remove the option to gain reputation with the UAF by giving them AI CORES . . . its too easy to get reputation by just dumping 50 gamma cores  plus the bounty reward, make getting positive reputation with the UAF actually meaningful and rather difficult, since we are a few AI cores away from buying super weapons.









4
on start, any faction that currently has no set colony(but should) will respawn on a random system of the sector, although if this faction has an storyline, you cannot complete it.

example:

Loads in the Hiver's in mid game, they will start in a size 3 colony... somewhere.

5
Suggestions / An atrocity of this scale can be hidden
« on: October 18, 2022, 10:30:23 AM »
would be neat if destroying comm relays and any in system fleet aware of your identity could hide your identity while sat bombing a planet, but would give you 6 days to leave the system before a response fleet from another colony of the sat bombed world notices the comm cut and goes to investigate.

6
Suggestions / Re: Halve Maintenance Cost if BP is Known
« on: October 18, 2022, 10:20:27 AM »
thats a neat idea, knowing your ship design helps the crew to do maintenance  efficiently after all

7
Suggestions / Food Comsumables.
« on: October 18, 2022, 10:14:33 AM »
Food comsumables:

Food, is absolutely useless right now, a total burden, an storage annoyance ...

BUT WHAT IF.

Food could be turned into consumables that enhance your crew's performance and reduces their salary depending on how satisfied they are with their life conditions onboard.


Examples:

Well prepared meals: coversion rate 2 food for each crew member, , 10 % faster repair time on ships for 10 days, 5%+ peak performance time, 5% more salvage.(doesnt stack)
Desc:

Well prepared , hot served meals , hey! it actually tastes like real food!







Delicious Meals:


  6 units of food for each crew member , 20 % faster repair time on ships for 10 days, 10%+ peak performance time, reduces this month crew payment by 20%, does not stack, 10% more salvage (doesnt stack)

Desc:

You have put enough care and love in your crew for them to consider living on the ship, as they are having a comfortable life in your vessel.

Special: if with comissioned crew mod, you will gain 1 + rep with the comissioned faction.


Luxurious Meals:


1 vulturnian lobster and 20 units of food per crew and officers, 35 % faster repair time on ships, 15%+ peak performance time for 15 days, crew payment cost cut by half for two months,20% more salvage (doesnt stack)

Special: Officers will gain 20% more exp for 15 days after eating this meal

Special: Rep gain with comissioned crew faction by 2.

Desc:

its probably the first time your crew has seen a lobster in their plates instead of the cargo holds.



Just a few examples, i think the idea of food items is neat, and makes food an actually useful commodity



8
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: October 12, 2021, 05:22:42 PM »
Will this mod be updated to 0.95?.

9
Modding / Re: [WIP][OUTDATED] United Aurora Federation
« on: October 12, 2021, 03:17:02 PM »
thats one of those mods i am willing to delete a save just to use it

10
Modding / Re: Big guns somewhere?
« on: October 12, 2021, 02:11:10 PM »
https://fractalsoftworks.com/forum/index.php?topic=22115.0

Well i have that installed, but am looking for even thicker guns, thanks for helping tho, i appreciate that

11
Modding / Big guns somewhere?
« on: October 11, 2021, 02:21:36 PM »
Oi, i have been looking around the mod section like a raccoon inside a dumpster behind a mcdonalds looking for BIG GUNs,i mean som thick ass cannons and lazers, i dont want to shoot a hole on the surface of mars i wanna shoot an hit pluto, after shooting through every other planet lined up

i mean really big guns with high damage output, i have used the super weapons mod, but ya know, its not wrong to want a little more gun, after all , if you see a problem, use a gun, if that dont work, use more gun.

so anyone knows a mod compatible to the current version with some monstruous weapons?

12
Suggestions / Biological warfare
« on: August 14, 2020, 03:31:50 PM »
The option to deploy a virus/pathogen into a planet, which causes unrest and disrupts certain industries, when deployed , it has a chance to be discovered and tracked, such action is considerated as atrocious as a saturation bombardment, but he REP penalty only applies on the target faction.Would it be a good idea?

13
Modding / Re: AxleMC131
« on: August 08, 2020, 07:20:11 PM »
I copied the file name then removed the current theme and changed to another song, i pasted the original  name too , the error was a epic fatal null

14
Modding / How can i change music files?
« on: August 08, 2020, 06:13:42 PM »
I have tried replacing the "owned colony" theme with another theme, i made sure to put the same name , but it does not work at all, and ended somehow permanently breaking starsector with a THICK fatal error

15
Mods / Re: [0.9.1a] Console Commands v3.0 (latest build 2020-07-12)
« on: August 06, 2020, 07:30:42 AM »
Would  be really cool if you could add a hulllmod regardless of requirement , like more than two logistic hulmods

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