Hey everyone,
Sorry about the title, I don't want to start several topic, so this is more a list of ideas related to needs/gaps I experienced in the game.
So, first thematic is about information access from stuff already discover or which are common. I'm mostly interested in the exploration and trade aspect of the game. I have 3 items in mind:
- Markets : maybe I've miss a tab somewhere, but there is no way to know which good a planet produce. As planets doen't produce as much as in previous version, it's harder to get te right stuff in the right place. I don't rant about the difficulty, it's more that to my mind it makes sense to go the some kind of Starsector network and ask the local trade ministry what kind of stuff they produce.
- Existing derelict. After dozens of explored star systems it's sometime difficult to remember which ****ing one got this precious research station. Maybe add something in a panel similar to the list of known planet? With distance, difficulty rating etc...?
- A little update about neutron star (which should benefit from a warning beacon by the way) : maybe add in the system map where the Pulsar Beam of Death is located.
Ok now about D-mod. I really like the actual system. I was wondering if adding a little bit more about "mixing" ship could be a good idea. If someone read about WWII, he will often read that sometime two deteriorated planes where disassembled to build one which work. The same could be add to Starsector. Take two identical ships (lets say a Wolf) and combine them. The new one will only keep D-mod that both initial ships where starting with. So, if Wolf 1 has a Armour and Engine D-Mod and Wolf 2 has Engine and Power Grid D-Mod, NewWolf will only have Engine D-Mod. This can allow getting functional ships has long as they are common like destroyer or frigate. You probably will not do it with for an astral carrier because it's much rarer.
Some ships class I found lacking from my playstyle:
-A utility ship. Something with poor combat abilities (including weapon mounts) but many OP dedicated to specialized equipment : survey, EW, Nav Mod...
-A scout ship. For know both ship with High Sensor a High-tech, combat-oriented ships. I was thinking about a civilian, low-mid tech frigate with enhanced sensor used as a scout for fleet or messenger.
Last theme : diplomacy
- For now, factions are neutral or at war with eachother. Could be nice if the relationship is degrading like with player: Neutral, shoot only at military fleets, total war. Similarly, factions with neutral relationships cannot help eachother when engaging an other ennemy.
- Safe harbor. From the lore and in-game description, stations are littered with guns. It's strange a raider party can attack a commercial fleet on the face of the station/planet. I don't know how it can be implemented, maybe some kind of terrain effect around the planet representing mines, long-range shots. Or proximity fleets engaging the raiders? Let's take an exemple.
A Persean League civilian fleet is orbiting Luddic Church planet. A Hegemony strike fleet jump in and attack the Persean League fleet. I don't think the Persean league will be happy to know that their fleet was destroy in a Luddic Harbor because Luddic Church is not at war with Hegemony. In fact, maybe the Hegemony fleet will not attack the fleet in orbite and wait the Persean fleet leave, or they attack, but local Church patrol will engage even if they are not at war.
Sorry for the lenghty post. I should add that don't have any idea how difficult each item is to add/implement. I just wanted to give some feedback about things I found are weird or lacking in the actual state of the game.