Fractal Softworks Forum

Starsector => Suggestions => Topic started by: KDR_11k on May 13, 2021, 07:33:35 AM

Title: Make Cryosleeper increase the maximum colony size?
Post by: KDR_11k on May 13, 2021, 07:33:35 AM
With the size 6 cap the cryosleepers just don't seem as valuable in 0.95 as they were before. Sizes above 6-7 are really hard to reach without a cryosleeper but when you cap out at size 6 the need is quite limited and the colony's growth phase relatively short. Given that you'll have at least a somewhat significant force already to kill the boss guarding the sleeper it's likely that you have a relatively large colony already by the time you can access the sleeper. It makes for a nice bonus if you happen to find a sleeper covering places you'd want to colonize anyway but it's no longer the case that you want to grab a colony just because a sleeper is available.

So allowing a colony with sleeper access to grow to size 7 would be a nice reward for settling near one of them.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: Amoebka on May 13, 2021, 07:38:33 AM
I don't know if size 7 is the right reward, but something has to change. With the lower limit AND the crazy organic requirements the things aren't worth using at all.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: Sutopia on May 13, 2021, 07:52:27 AM
I think that’s a terrible idea.
If the bonus from these random structures are too good it will incentivize people to only play with good seeds. I think it’s better kept mediocre.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: SonnaBanana on May 13, 2021, 08:24:34 AM
Maybe they can supply Harvested Organs then?
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: AcaMetis on May 13, 2021, 09:01:24 AM
Maybe they can supply Harvested Organs then?
Useless without Free Port. Which is admittedly still an improvement over "not useful in general".
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: Realm on May 13, 2021, 12:25:29 PM
I think that’s a terrible idea.
If the bonus from these random structures are too good it will incentivize people to only play with good seeds. I think it’s better kept mediocre.
Going through a rare boss fight for a mediocre reward just feels terrible.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: Sutopia on May 13, 2021, 03:07:29 PM
I think that’s a terrible idea.
If the bonus from these random structures are too good it will incentivize people to only play with good seeds. I think it’s better kept mediocre.
Going through a rare boss fight for a mediocre reward just feels terrible.
Trade request
You get: epic battle and a small additional reward
You pay: supplies and fuel

What a bargain

If you don’t like the reward or think it’s not worth it just don’t fight it.
I can’t even make correlation between being a rare boss and giving “exceptional” rewards.
It’s not some *** MMO using rnjesus to deliberately lengthen your active play time.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: Amoebka on May 13, 2021, 03:16:48 PM
I don't agree with this argument. Do we just remove all RNG from sectorgen to prevent people from "playing only good seeds"? Most people don't care, they roll the dice and take the result. Sometimes you get a really exciting one and it's fun. Sometimes you don't and it's still fine.

The better solution would be to add more unique things like cryosleepers and hypershunts, so that you will always find something nice in a convenient location, but it might be a different thing depending on the seed.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: KDR_11k on May 13, 2021, 03:22:17 PM
I think that’s a terrible idea.
If the bonus from these random structures are too good it will incentivize people to only play with good seeds. I think it’s better kept mediocre.

I don't think that's much of a concern, I'd expect most people to use random seeds in order to get a different experience each run. Besides, is a size 7 colony really too good? It's not like size 6 colonies are so bad that one size more would radically change your fortunes.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: Sutopia on May 13, 2021, 04:40:36 PM
I think that’s a terrible idea.
If the bonus from these random structures are too good it will incentivize people to only play with good seeds. I think it’s better kept mediocre.

I don't think that's much of a concern, I'd expect most people to use random seeds in order to get a different experience each run. Besides, is a size 7 colony really too good? It's not like size 6 colonies are so bad that one size more would radically change your fortunes.
It’s something otherwise unobtainable and breaks economy if you will.
If you’re running pather-free inspection-free and 0 SP upgrade, size 6 sits at a delicate balance.

Think in the opposite direction, if it’s not that good why would people demand it and many posts littering around asking and sharing “good” seeds?
Just like people trying so hard to get hupershunt tap working makes me laugh so hard. I had to assume they were using some indevil stuff that takes so many industry slots, 5th industry is otherwise not remotely useful in base game.

That said I wouldn’t mind if Guardian fight itself provide better loot, but cryosleeper really should be left something people can live without.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: Thaago on May 13, 2021, 04:48:46 PM
Maybe its because I restart games often, but I find cryosleepers pretty helpful because it takes a really long time to grow to size 6 (in game years I think right?). The organics is a bit of a pain and its not like I wait till I find one to colonize, but its pretty awesome when I do have a good one a few systems over.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: Megas on May 13, 2021, 04:57:26 PM
Think in the opposite direction, if it’s not that good why would people demand it and many posts littering around asking and sharing “good” seeds?
Just like people trying so hard to get hupershunt tap working makes me laugh so hard. I had to assume they were using some indevil stuff that takes so many industry slots, 5th industry is otherwise not remotely useful in base game.
I had a set of useful colonies barely within hypershunt radius, and if I did not have an aversion to zombie Pathers, I would have tried to meet 10 demand for transplutonics.

But the moment I read +8 to Pather interest, I dumped the tap and never looked back.  I have no interest in playing whack-a-mole enemy (pirate OR pather) bases.  First 0.9 release, it was both pirates and pathers.  0.9.1, it was pirates (pathers were bugged, which was great).  Now, it can be pathers if I get cells.  I do not want cells.  I can deal with Hegemony (by wiping them off the map).  Pathers are immortal zombies that cannot be eradicated.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: Thaago on May 14, 2021, 09:53:05 AM
What do pathers do other than cause occasional disruptions and lower stability? Do they actually destroy colonies if left for long enough? I haven't seen them as enough threat to really bother with at all, I just put items in.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: intrinsic_parity on May 14, 2021, 09:56:11 AM
I put items in, kill bases when convenient, never actually had an accident. It really doesn't seem like a big issue to me.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: Megas on May 14, 2021, 10:16:25 AM
What do pathers do other than cause occasional disruptions and lower stability? Do they actually destroy colonies if left for long enough? I haven't seen them as enough threat to really bother with at all, I just put items in.
Disruptions and stability loss.  They were a royal pain in the first 0.9a release (when player needed Intel bug to find them too), and I do not want to experience that ever again.  Once a year, I need to kill one base, or maybe more.  I tried to synch all Pather activity to a single base.  If the cells were backed by different bases, I need to chase and play whack-a-mole bases, and that was mixed in with expeditions and whack-a-mole pirate activity.  They added more whack-a-mole madness to the already insane whack-a-mole pirates.  At least pirates have been seriously tamed this release.  I do not know how restless major factions become when Free Port is on (they mostly left me alone with it off).

I guess I could use cores to build extra colonies and let Pathers have at them while I keep my first four worlds clean so that if the other worlds get hit, I do not care.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: AcaMetis on May 14, 2021, 11:01:44 AM
Quote
I do not know how restless major factions become when Free Port is on (they mostly left me alone with it off).
As far as I can tell Free Port is just another form of expedition, not something that's on a separate timer from economic-based attacks.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: ShpunkY on May 14, 2021, 02:05:14 PM
i hate how limiting the colony system is now
you can't even get to size 7 with cryosleeper which apparently has planets worth of people in it and going to size 6 is pretty fast so it's pretty much useless and has no purpose now
can't even make a organ harvesting operation using cryosleepers
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: KDR_11k on May 14, 2021, 02:09:23 PM
What do pathers do other than cause occasional disruptions and lower stability? Do they actually destroy colonies if left for long enough? I haven't seen them as enough threat to really bother with at all, I just put items in.
That's all but it can be a real pain at the earlier stages of the colony game when a pather disruption can tank your profitability. Plus their attacks have a higher chance of success the lower your stability is so they're likely to cause trouble when you're already dealing with attacks.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: Sutopia on May 14, 2021, 03:20:43 PM
i hate how limiting the colony system is now
you can't even get to size 7 with cryosleeper which apparently has planets worth of people in it and going to size 6 is pretty fast so it's pretty much useless and has no purpose now
can't even make a organ harvesting operation using cryosleepers
How fast are we talking about? Without hazard pay most planets can’t even grow.
Cryosleeper essentially waived the hazard pay cost and make easy colony kickstart.
If that’s not even enough either you need to get gud or you’re playing modded game that it’s not the base game to be blamed.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: ShpunkY on May 14, 2021, 03:31:49 PM
i hate how limiting the colony system is now
you can't even get to size 7 with cryosleeper which apparently has planets worth of people in it and going to size 6 is pretty fast so it's pretty much useless and has no purpose now
can't even make a organ harvesting operation using cryosleepers

How fast are we talking about? Without hazard pay most planets can’t even grow.
Cryosleeper essentially waived the hazard pay cost and make easy colony kickstart.
If that’s not even enough either you need to get gud or you’re playing modded game that it’s not the base game to be blamed.
fast enough that the effort to find one and to fight the boss isn't worth it
it's supposed to be a rare and powerful tool but it only slightly increases population rate and that's it
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: Sutopia on May 14, 2021, 03:41:22 PM
fast enough that the effort to find one and to fight the boss isn't worth it
it's supposed to be a rare and powerful tool but it only slightly increases population rate and that's it

I activate my trap card: Citation Needed.

I always feel them as nice little bonus at best. It essentially turn all worlds within 10 ly “able to grow to size 6 without insane hazard pay”. It already feels like cheating the system since their presence is almost guaranteeing profitable colonies.
Besides, it took me about 10 cycles to grow my mediocre planet(s) from 3 to 6. (Lowest hazard 150, 15 ly from core, no megastructure related bonus)
Unless you selectively only play good seeds with insanely low hazard rating and/or habitable near core world it’s a long process. At that point you shouldn’t even need the assist from it as you suggested.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: ShpunkY on May 14, 2021, 03:50:53 PM
fast enough that the effort to find one and to fight the boss isn't worth it
it's supposed to be a rare and powerful tool but it only slightly increases population rate and that's it

I activate my trap card: Citation Needed.

I always feel them as nice little bonus at best. It essentially turn all worlds within 10 ly “able to grow to size 6 without insane hazard pay”. It already feels like cheating the system since their presence is almost guaranteeing profitable colonies.
Besides, it took me about 10 cycles to grow my mediocre planet(s) from 3 to 6. (Lowest hazard 150, 15 ly from core, no megastructure related bonus)
Unless you selectively only play good seeds with insanely low hazard rating and/or habitable near core world it’s a long process. At that point you shouldn’t even need the assist from it as you suggested.
well that's how YOU play mr. pro player
they're usually found way outside in the void to kickstart any colony and usually the close-by planets are pretty *** and paying extra to increase rate vs trying to find one by exploring through the entire sector and bringing a whole war fleet to defeat the boss to get the same effect and maybe getting some decent but probably mediocre loot is pretty crappy
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: Sutopia on May 14, 2021, 03:57:16 PM
Yeah so just pay up if you’re that lazy, what’s the problem?
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: ShpunkY on May 14, 2021, 03:58:49 PM
the problem is it becomes useless content
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: Sutopia on May 14, 2021, 04:04:48 PM
I don’t get these rare=good ideology. You personally feel it useless doesn’t mean the content itself is useless. You can justify nothing by arguing it doesn’t fit your play style.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: intrinsic_parity on May 14, 2021, 04:07:45 PM
For what it's worth, there are vanilla core worlds with 9 organics production, so you can just use any method of reducing demand by 1 (a beta core for instance) and use cryo-revival without having 10 production in faction.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: ShpunkY on May 14, 2021, 04:13:06 PM
if it's rare but not good then what's the point ?
why search every inch of the sector and turn it upside down to find it and fight a grueling battle ?
and in lore it supposedly has planets worth of people frozen in it yet it only slightly increases rate
 
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: HaruHaru on May 14, 2021, 05:18:02 PM
I pondered over similar idea, repairing and transporting cryosleeper to your own size 6 colony being a part of optional questline about gaining legitimacy as a major power in the sector.

Lorewise, size 7 world with orbital works and high command means that player commands military and industrial might comparable to likes of sindrian diktat and luddic church, which should allow for "do it on your own"-style story decisions, like using your faction fleets instead of trying to get backing from hegemony or tritach, or being able to research and build story-related projects domestically due to having your own Kazeron or Sindria with hundreds of pre-collapse eductated experts from cryosleeper.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: KDR_11k on May 15, 2021, 03:55:51 AM
If you think rare shouldn't equal powerful then it should at least equal unique. Plus you're likely sacrificing accessibility in order to make use of the cryosleeper.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: SCC on May 15, 2021, 06:52:41 AM
I wouldn't mind a cryosleeper allowing colonies to grow to size 7, instead or in addition to the current bonus of faster colony growth. It would make it more enticing, instead of ultimately unnecessary.

(a beta core for instance)
I find it funny that you didn't even think of gamma cores friendship tokens. I still hate that Alex got rid of player colony contribution to the global market to make gamma cores less bad, and even that failed.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: intrinsic_parity on May 15, 2021, 09:15:38 AM
I wouldn't mind a cryosleeper allowing colonies to grow to size 7, instead or in addition to the current bonus of faster colony growth. It would make it more enticing, instead of ultimately unnecessary.

(a beta core for instance)
I find it funny that you didn't even think of gamma cores friendship tokens. I still hate that Alex got rid of player colony contribution to the global market to make gamma cores less bad, and even that failed.
Oh do gamma cores reduce resource requirements? I think I switched the upkeep and resource reductions in my head. In that case, it's even less of an issue that they have high organics requirements.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: ShpunkY on May 15, 2021, 09:28:04 AM
what if also distance makes a big difference ?
planets in the same system could have population growth increase AND size limit exceeding 6 to maybe 7 or 8
and farther you're from the cryosleeper the bonuses diminishes until it only increases rate
you could even share a cryosleeper with a faction to increase diplomacy but that's probably best for nexerelin   
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: Sutopia on May 15, 2021, 10:20:24 AM
If you think rare shouldn't equal powerful then it should at least equal unique. Plus you're likely sacrificing accessibility in order to make use of the cryosleeper.
If only they are forced spawned over 25 ly from core world which I believe it's not.
It is already a huge 10ly radius of free money planets (or rather, two), it doesn't need to be stronger.

what if also distance makes a big difference ?
planets in the same system could have population growth increase AND size limit exceeding 6 to maybe 7 or 8
and farther you're from the cryosleeper the bonuses diminishes until it only increases rate
you could even share a cryosleeper with a faction to increase diplomacy but that's probably best for nexerelin   
That was the main complaint from last patch that cryosleeper only affect planets in the same system.
Now it's already overpowered but players are just going to ask for more until it become obviously OP and nerfed to ground again.
Also, you got awesome idea!
I advocate nerfing current effect to scale with distance, only full effect in the same system and -10% per ly.
Title: Re: Make Cryosleeper increase the maximum colony size?
Post by: KDR_11k on May 15, 2021, 01:27:58 PM
I advocate nerfing current effect to scale with distance, only full effect in the same system and -10% per ly.
It already works like that.