Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
The game was completed 8 years ago and we get a free expansion every year.
Arranging holidays in an embrace with the Starsector is priceless.
There are some plans for variant generation, specifically the idea of the AI gradually improving its ships towards a certain optimal variant. Nothing final, though. I see no good reason why hullmods should cost money. Maybe some supplies just for lore plausibility.
For the most part those are augmentations, which usually aren't new stuff added to the ship so much as parts of the ship being changed. The cost is ordinance points, and I think that is enough.
Wyvern is 100% correct about the math.
One of the main reasons I suggested this is towards end game you kinda run out of stuff to buy.After mid this can come very fast.I know there is alot of stuff going to be added but this could help be a buffer along with everything else.For me one of the more fun aspects of a game like this is building up my ship.Its fun to work for some upgrade or weapon.As is now you just get the ship and your done.In EV you had to buy the ship then save up for thrusters,shield mods,weapons,ect. This was part of the fun IMO.This game is kind of based off economy and when you get a bunch of stuff for free its bad for the game IMO.End game when I have a few cap ships they are all almost the same because I can refit them all in a few sec to have the same stuff.Mostly I look at what kinds of weapons I can field with them.Quote from: sirboomalot on February 21, 2013, 05:37:47 PMFor the most part those are augmentations, which usually aren't new stuff added to the ship so much as parts of the ship being changed. The cost is ordinance points, and I think that is enough.I am curious as to which ones you think would not realisticly(I know its a game but I also like games to make some sense to me) add any equipment to the ship.OP is like space on the ship.If you look a large weapon usually takes up 20 points of cargo just like it usually take up around 20 op.Alot of these weapons are pretty huge visually on the ship.All addons are 10 op up to 40.Based off of that it is telling me that they are not just flipping switches or moving wires around.
I think that it is not so much that the hull-mods don't cost resources as much as that the resources are already a part of the ship. For example, the pieces and parts for eight flux capacitors on a frigate might be re-worked into extra armor for that frigate, or turned into a booster for the engine. I think that it is both the room in the ship and the parts of the inside of the ship that are re-worked and modified based on the hull-mods or lack thereof that the player chooses. When the player equips a weapon onto the ship, the ordinance point cost is in the parts and space required on the inside of the ship to make that weapon workable for the ship. Basically, I think that the cargo weight of a weapon is for the weapon itself, while the ordinance cost is for making the weapon work on the ship.This of course is just how I see the stuff working, I don't actually know anything at all.