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Topics - chrysalisx

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Suggestions / What if Story Points just gave you more OP?
« on: April 22, 2021, 02:22:31 PM »
All this talk of making it so that SO cant be built in got me thinking - the reason it's so OP is that it's one of the most expensive hull mods, so building it in is how you get more OP on player ships, something that you could previously do via a skill. Perhaps the answer is to just have 1sp be worth xOP worth of built in? You could spend 1-2 (3 with a skill) SP to get x OP more for your ship, flat. Or, perhaps you have to pick your built ins at that time & the leftovers get converted to spare OP, maybe with a small conversion cost to encourage you to spend the OP on hullmods? Probably have to figure out something to do with the current thing where it lets you have >2 logistics hullmods, and the fact that augmented drives are such a huge OP cost. Just food for thought I hadn't seen mentioned.

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General Discussion / Colony Candidates in .95a
« on: April 08, 2021, 11:24:28 AM »
Just starting to colonize worlds and having a lot of trouble figuring out what my best options are for colonization.
I've got one system with 2 habitable worlds close to the core, both 100-125 hazard, one with bountiful farmland (but a trace amount of rare ore, so no boost item) the other with +1 farmland & some ruins, a gas giant with 225. I've got another system with a cryosleeper with one habitable world at 125 with max organics & +1 farmland, as well as some minerals, and several other worlds in system, but no other max resources. Dhuzak has a 225 hazard volcanic world with maxed out both ore types and Penelope's star has a 175% hazard gas giant *without* low gravity, plus some no atmosphere worlds and moderate rare ore. Then across the galaxy there are a few systems with 1-2 planets each in range of a hypershunt. 1 150% habitable world with +3 rare ore and a bunch of random planets. One nebula with a 175% hazard world with +3 rare ore, +2 ore & volitiles, but nothing else in the system, One system with 2 habitable worlds, one with vast ruins & poor farmland, one system with planet with bountiful farmland but -1 rare ore.
I think for the hypershunt to be worth anything I need a non-habitable world with +3 rare ore I can stick the mining upgrade in, correct?

I just don't quite understand how to prioritize? How much do I value having good farmland? How valuable are ruins? The cryosleeper? The hypershunts? I suppose most importantly, especially in the new update with all the changes to how pirates & inspections work, how valuable is it to have most of your colonies in a single system? Frankly I just want to colonize them all & stick alpha cores in them but I'm not quite ready to take on the hegemony

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Suggestions / Better Planet Filtering
« on: April 07, 2021, 11:18:56 AM »
One of the most consistently frustrating things for me is searching for/remembering which planets I want to be colonizing. Need to find the gas giant with abundant volatiles with the lowest hazard within 10 LY of a hypershunt tap? How about locating all worlds with no atmosphere with hazard < 200% sorted by distance from the core systems? Have fun manually scanning through things.

I would *LOVE* to be able to have an arbitrary set of filters - Hide/Show planets with condition X, where condition is any one of the possible planet conditions, proximity to one of the 10LY buff objects (hypershunt/cryosleeper) or hazard rating. If that's too much, having a stable sort would go a long way so I could sort first by hazard, then by distance. Add to that the ability to set a 'home' location you're querying distance to, and you'd be 70% of the way there. After that the biggest helps would be 'x resource present in y amount', then 'has/doesn't have condition x', mostly to filter out planets with high gravity, or look for places with no atmosphere. As an engineer I wouldn't mind if there was a query langugage, but realistically, just having a set of buttons to toggle on/off planets with various conditions would do the job just fine.

While I'm at it, the ability to 'favorite' a planet to remember there's stuff of interest there would be pretty cool too, but *way* less necessary with the filter search features outlined above and the CaptainsLog mod already handles that pretty well.

Would this be possible with a mod if it's not part of the vision for the base game?

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