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

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Topics - Phearlock

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Suggestions / Personal Feedback on .9 Blueprints, Factions and Colonies
« on: November 27, 2018, 06:50:12 AM »
So I'm about 3 saves, and around 40ish hours into .9 so I felt I could order my thoughts on current new mechanics and some criticism/suggestions on areas I think could use some improvement. These are all fairly subjective opinions so if some of this goes off in a completely different direction than you want don't worry about it xD

Disclaimer: I am having sooooo much fun with this patch so it feels bad to mostly talk about stuff I want to see be better instead of how much fun I'm having.

Blueprints: I love how much focus there is on exploration now, and being able to build your own fleet and weapon setup is a great and fun mechanic. A couple of places it falls short though is that it's really annoying to get a bunch of duplicate blueprints later on when you're searching for something in particular. And it can be a hassle to get access to a factions ships if you want to do a mod-faction run but also have several other mods installed that add blueprints as the pool gets cluttered up quickly.

Suggestion for BPs:
-Make them not be able to drop duplicates, same way hullmods work currently (would lose out on being able to sell blueprints as easily though).
-Allow factions to sell you their faction specific blueprints (lets say for 2x or 3x the base cost) if you are commissioned with them.

Colony management: Extremely powerful and will make the game quite forgiving once you get them going. Being able to get a large monthly income and produce a large fleet in a matter of months makes fleet losses in the lategame less of a hassle. Once they're set up with basic defenses they quickly snowball the game to the point where you don't really have to worry about fleet losses at all, they propel you into the lategame extremely quickly.

Colony Suggestion:
-Startup cost should be much higher, more tiers of upgrades with larger costs/longer build time to delay the endgame from hitting you so quickly after founding your first colony.

Factions: Now that you can make your own faction. The differences and game-y ness of the other factions becomes a lot more plain to see and a bit immersion breaking. More diplomacy options and ways for factions to feel like they're also trying to survive in the sector are quite desperately needed. The previously most "backwards" faction (the luddic path) are now the most powerful and competent vanilla faction. Being able to expand and project forces across the entire sector, while the more ordered factions are incapable of doing anything but sit there and take it, posting an occasional bounty in vain hope the player will deal with the problem. The game feels like it has 3 factions, you, the pirates, and the path.

Realistically, a major diplomacy implementation and strategic faction AI would probably justify another major patch in how many new systems it would require.

Non-major-patch Suggestions:
-More ways to leverage reputation to affect who attacks you.
-Being able to ally the faction you're commissioned with so they become extremely unlikely to attack you, but might give you missions and ask for for your help against other factions.
-Non-allied factions should be able to eventually declare open hosilities toward you to justify sending massive expeditions in the lategame.
-Pather bases need a more reliable way to be found and shouldn't all be star fortresses.
OR
-Path should be hyped up as more of a major threat to the sector at large and given more LP ship variants/reskins for large pather system defense fleets (if they can build star fortresses they shouldn't be limited to colossus mk3's as their most dangerous fleet asset) Add more rewards for successfully bringing down their bases.

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