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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Topics - envenger

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Adding more anti-phase functionality to the game like weaker ships whose ability would pop out the phased ships temporarily or added increase their flux by a large amount if they are phased.

Missiles and torpedoes that only hit/follow targets that are phase.

These would make the phase more balanced when AI deal with them as well as allow phase counter-anti counter game play where you can deploy small ships to take out the anti-phased ships first because sending in your phased ships. Also would allow more phased ships in game that wouldn't be OP cause the AI would counter them.

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Suggestions / Nemesis/Friendship system
« on: December 13, 2020, 10:58:08 AM »
The suggestion involves adding other freelancers such as the player to the game that can join factions, do bounties mission etc even start small factions at a very later point.

You can be friends with them and ask help in some missions or you can make them enemies. In case enemy you will face them multiple times throughout the game where they match your strength. They can have basic character, get rare stuff across the sector such as you.

3
Suggestions / Idea on faction rulership type.
« on: January 12, 2020, 07:37:34 AM »
Right now there is no difference between different factions on how they influence planets.
E.g. Hegemony vs Indepents vs Sindrian Diktat

Based on the faction controlling the planet it could have multiple buffs and debuffs.
Like independent planets can have more freedom but less industrialist and defenses.
Hegemony planets can have less freedom and more defense.
Sindrian Diktat planets can have very low freedom but more profitable e.g. with industries.

And when you capture a planet of another faction, the stability can depend upon what was their faction and your and people can adapt based on it.

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Suggestions / Some ideas on endgame
« on: January 06, 2020, 11:31:13 PM »
I have been playing the game a lot over the last few weeks and its really addictive but not having a good thing to end game sucks a bit even with mods like Nexerelin at that point.

I am thinking in the lines of Kardashev scale works.
Initially, you start with a spaceship then you move into planets after the player has control over 4-5 planets they will have enough resources to use plant terraforming different planets and can deploy Dyson sphere-like devices on stars.

In the next phase, the player can start moving planets and start even making artificial planets with nearby resources from other planets. Things won't be cheap as you would need a few well functioning planets for resources.

In the next step, the player can move star systems near and away from each other, kind of like merging 2 star systems into 1 some distance apart, etc.

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