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Topics - Thyrork

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Tech Mining Operations Centre - Works within <X> light years. Any colonies owned by the player that have ruins are mined. Upkeep goes up per mined planet. Scroll over the industry to be informed what is being mined and how much is left.
So for example; 3 worlds, 2 in 1 system and 1 in the other; all 3 have ruins. 1 TMO mines all 3. Must have colony presence to work. "Works within <X> light years" could also be an upgrade from a story point or an alpha core if this sounds too strong and instead at first it only works in 1 system.

Regardless; said industry would also be a MAGNESIUM FLARE to the pathers, which feeds the conflict-directed design of starsector. Ruin-bearing colonies that are being worked would also be in danger and "tech-convoys" would haul between the sites. Their destruction would not remove anything of value but slow down the extraction of goods.

The goal of this suggestion is to encourage colonies on smaller ruins to be potentially a short term grab and further split the players attention to defending their nearby mines from the angry pathers and the convoys from opportunist without suffering any risks but the setback.

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So if you're like me, you like making runs to try out new factions or just playing the existing factions. Starsector is a sandbox after all but sometimes having alittle direction can shove you helpfully into the Fun.

You're going to need Nexerelin to get the most out of this list. You might be able to adapt it to vanilla and follow the spirit of what you roll.

1 Hyper focused - Roll to decide which type of ship you exclusively fly. 1 - frigate 2 - destroyer 3 - cruiser 4 - capital. Optionally you may want to buy a ship of that size as soon as possible and refund the cost.
2 The War Hero - Fight in major battles, defend markets, reclaim and conquer, do not govern. You lead from the front not behind a table. Get at least 2 Military contacts in your commissioned faction maxed out. Take as many bounty missions as possible.
3 Explorer of the Rim - Seek out the treasures of the sector and bring them back to your faction for their betterment. Sell schematics, rare technologies and unusual finds. Get at least 2 Military contacts in your commissioned faction maxed out. Take as many drop-off missions as possible.
4 Coreward Expansion - Through conquest, core colonization or an existing size 3-4 market, become a governor of your faction within one cycle. Get at least 2 contacts in your commissioned faction maxed out. Take as many spy missions as possible. Especially try to do any conquest missions offered by your faction.
5 The New Frontier - Find lucrative systems to expand to and colonize them for your faction. Ensure that at least one world per constellation is under your governorship. Hand control of the colony over to your faction once it is at least size 5, has two industries and turns a profit.
6 Rebel With A Cause - Ally with the pirates without losing your commission. Get at least 1 underworld contact in your commissioned faction maxed out and 2 pirate contacts maxed out. Take as many prisoner rescue operations as possible.
7 Taking out the Trash - Destroy pirates, pathers and hunt down any traitor bounties that come up.
8 <REDACTED> <REDACTED> <REDACTED> -
Spoiler
Seek out and destroy the Remnant, find a coronal hypershunt and face the threats within. Deal with the secrets as your faction sees fit.
[close]
9 Speak Softly, So others must listen. - Count your list of factions, removing Pathers, Pirates, Independents and your Commissioner. Roll to decide who is your prospect then find a way to ally with them without sacrificing your commission.
10 Be your own Iron Shell - Establish two colonies, with at least one heavy industry, then break your commission and ally with your former commissioner. Maintain said alliance as highest priority as well as having 3 contacts maxed out.

11 Caught Stealing - Lower your reputation through piracy and attacking your own faction until your commission is cancelled war within 1 cycle. (MAR 1 C-207)
12 Rum and Guns for Everyone - Work with the pirates, feed them blueprints. Be their friends even at the cost of your faction.
13 Prayer Day - Work towards redemption with the church of galactic redemption on behalf of your faction.
14 Ludd's Technicolour Dreamcoat - Work alongside the Pathers, keep your colonies from becoming targets. Loudly respect Luddic traditions. If need be; betray your faction to redeem and seize the tools of mammon away from the people.
15 Toaster Lover - Work with "N".
Spoiler
Make peace with the remnants even at the cost of your standing with your faction. Follow her storyline to its conclusion. Use automated ships where able, getting the skill as soon as possible.
[close]
16 Some crimes may never be forgiven. - Count your list of factions, removing Pathers, Pirates, Independents and your Commissioner. Roll to decide who is your grudge then destroy them utterly, even at the expense of your  commissioner.
17 You can't trust Independents, Kif! - Conquer All Independent markets for your Faction.
18 The Grand Betrayal - Establish two colonies, with at least one heavy industry, then break your commission and dramatically invade your former ally as the opening shots.
19 Thanks for the Free Stuff! - Break your commission immediately and enjoy living with your inherited friends and foes. Delete your contact.
20 "Look you're pretty but I'm still not paying my taxes." - The black market is your first point of call. You can still make legal purchases but avoid them. Do not respect taxes nor tariffs.

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Suggestions / Cryosleepers and colonies.
« on: April 08, 2021, 05:41:42 AM »
While I messaged alex on twitter with this thought, I figure it should be brought here too;

Been discussing an idea for cryosleeper ships on the unofficial discord with Tarn#5882 who suggested they could allow for size 7+ colonies.
It seemed like a neat idea? Maybe even go as far as designating one world as the benefactor regardless of proximity to the sleepers?

I feel this would also be a comfortable lore reasoning for you having one colony with a population in the higher numbers. You found something monumentally important after all, a cryo ship discovery should be a sector-shaking event. Having it be able to "aim" at the colony you want to become your new homeworld would be an added bonus to its existing features that doesn't force the player to find the cryoship first, as your established colonies far away might not benefit directly, but at least one world will become your new capital.

With all the benefits and all the problems it will cause. After all, never forget, you are the upstart in the sector. The factions might not like you having access to that ship and its people...

5
Suggestions / General Feedback / Thoughts
« on: February 07, 2019, 04:31:33 AM »
So I've been playing this pretty hard and doing some streaming, I got a wishlist that I tweeted Alex about and they suggested putting it up here instead of hurling it on twitter. As more ideas come to me, I will update the OP. There are other things but I think they might make good fodder for mods, or have already been solved by mods. The same could hold true for most of the below.


In no particular order:

"Move All from ship cargo" button on the storage page. Because moving piles of guns gets tiresome.
"Deploy All" button on the "order your second in command to take command." page. Because it often appears just enough that I want to send the entire fleet at them anyway, might as well make it one click.
Sort button on the fleet screen. Sort by Size (Capital, Cruiser, ...) / Type (Low, Mid, Mod Name, etc) and perhaps more.
Fleet templates Save and Load a fleet loadout from the storage screen.
Pin's on the galaxy map for making reminders.
Rename officers. Just something fun for streaming.

E: Planned and shown by Alex!
Campaign speed up (Shift) can be set to toggle in menu.

E: Tweeted as future feature.
Restore space stations from Decivilized or even rebuild abandoned ones.
Build space stations, within reason.
E: Regarding space stations and "Within reason", I figure the stabilized locations would work as a hard limit on the player. Do you want internet to check space-ebay or do you want a habitat that costs you a TON of metals, transplutonics and other materials, and the specialists to build it?
"Rumours" at space ports, especially indy and pirate ones. Point you towards pather bases (similar to the pirate ones) and treasures/dangers.
E: A bar event is planned in .9.1a for the pather base discovery, but I am also suggesting speaking to junkers down on their luck and promising you fabulous loot if you just help them out with some money.
Quicksaves between fights. Just encase the game is beginning to tank or time away from the computer is needed. Ironman would be save and quit I imagine.
Pay to have a colony be "accepted" legally to remove sat-bomb threat for good. Obviously you can still get invaded!
Change the background music at player owned colonies.
Clean up Decivilized population.
I'd also love the Govern's skills to perhaps come with a small benefit aside from unlocking access to skills, but this really is a personal taste thing and I'm pretty okay with them acting as gatekeepers to the more powerful skills in each tree.
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When a weapon is reloading a charge and has a charge, perhaps a transparent bar to show the next charge preparing?
When at cooperative or its equivalent AND commissioned, lower the fee of using that faction's storage or even remove it?
Credit to "Avanitia". Put in custom orders at a faction you're commissioned by, allowing them to build guns and ships for you at an increased fee and a upfront cost.
This one's abit more wild: "New Game +", or rather. Retire and start again but keep your galaxy as is. Obviously this could cause problems, with stars explored and things looted a new character would be at a disadvantage, but that's the choice you'd be making to keep one permutation of the galaxy going and going and going...
Remote Survey, apart from its existing benefits, could also ping if a world has ruins on it?
If your entire fleet is defeated, but you own a colony, you return to it after "awhile" and gain a few ships drawn from your pool of designs.
Add space stations to the loadout simulation.
This idea's alittle more wild. A way to "reverse engineer" a ship. But ideally you're going to only be able to do this when you've spent some time (Say 3 or so months) or a number of battles with it. The idea being that you've learned its quirks, your engineers understand its natures and can rip it apart to fully catalog what it takes to build one.
In the end, you take a ship you've grown to depend upon, tear it apart, and now you can build more. A impressive cost when you start to consider cruisers and capitals.
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If flying without a transponder but you're also commissioned with the faction that catches you, get a variable reply of "oh sorry sir/ma'am" depending on your positive standing and no punishment to reputation.
On the fitting screen, could the amount of OP left be made brighter if you're in the hull mods menu? Its helpful for removing vents til you can fit a mod.
In combat against space stations, or multi part ships, could it be possible to order your ships to attack a specific part of the structure?
On the doctrine loadout, the ability to completely ignore a certain archetype of ship (Such as Phase).
On the doctrine loadout, a blacklist would be handy to avoid specific guns, wings and ships.
A slight highlight on individual salvage fields. Just so you can tell them apart.
Add non-rented player using storage to the colony page.

"New" ideas.
A "random" button on naming a ship to draws again from the list.

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