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Topics - Xeno056

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Suggestions / Increased population dynamics, more colony things
« on: April 09, 2021, 09:29:49 PM »
So going through my second run in the game now, trying to engage more with the with the new missions, do raid contracts, etc, rather than just running roughshod through the story missions. Loving it so far, I was a bit concerned when Alex mentioned the new population caps. However, the new ways of squeezing the most out of your industries not just with Alpha cores but with domain tech and story points works great.

But it got me to thinking about the dynamics of the sector, especially after SCC's population analysis. I can image hordes and hordes of people wanting to leave Chicomoztoc, Mazalot, Eochu Bres and others for a bountiful Terran world even if it's 23 light years from the core for a better life, but a smoldering volcanic planet who's surface could charitably as the literal definition of hell? Even with hazard pay and complimentary narcotics seems like a sell. Barren worlds too seem like they are somewhat overpowered given you can set up fuel, refining, and heavy industry PLUS mining or military if you are lucky and get ore deposits or very hot conditions thrown in.

So why not limit the population amounts for certain types of planets based on those conditions? Seems more immersive to me and plays well into the unforgiving nature of the Persean sector and game at large. Base it on hazard or planet type, IE, you max out at pop five on Volcanic, cyrovolcanic, toxic, or radioactive planets; six on barren, rocky, Jovian or icy; and maybe have a max pop of seven on sub 100% hazard habitable planets, if you work for it. Maybe have productivity issues on certain types of worlds be an issue in order to offset simply plonking down a colony on a radioactive hellpit because it has good transplutonic output, make certain rocks more of a gamble.

So how do we improve production on crappy planets? Well, story points for one. Much as I hate to add another sink for the darn things, using them to improve the colony makes good sense and works in practice already.
Two, technology. Loved the fusion lamp,  I think more hazard mitigation tech should be added, be it domain era relics that you slot in or industry blueprints like the planetary shield. For the later this also has the added benefit of further increasing story content, and providing further agency of managing and trying to improve colonies. I know that true honest transforming won't likely happen, but something like a atmospheric stabilizer industry or deployable sun shields to mitigate the hazards of lack of or toxic atmosphere seems not unreasonable, to me anyhow.
Three, more megastructures. Again, love the the coronal shunt, even if I cheesed it with two Radiants because I think the AI skill limit is too low (thanks Stormbringer). Would like to see more types of stellar engineering in the future especially given the new [REDACTED] faction. Maybe even go a step further.
Spoiler
Have "Omegatech" lets call it, AI designed tech so advanced humans cannot even fathom how it works that can be slotted into industries for even greater bonuses, but has different criteria for use. Maybe add a stability penalty for using it or lots of upkeep, besides being even harder to get. Or factions get ornery at you. God I love the shards, I think that unknown tech is a great way to make the player's fleet feel powerful and unique, especially late game. Can't wait to see more of them Alex! But I'm getting off track.
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So, in summary, crappier planet types are crappy, have lower pop caps (which you have to work hard to increase) and need industries and tech to mitigate their crappiness, (which can also affect output). Good planets should have the potential for high population caps (which you also have to work hard to increase), even if it is only one. We also use the power of leftover Domain Steller engineering and [REDACTED] tech for gains and profit. More of that, I like it. Maybe some story industries?

Anywho, loved the update, can't wait to see what's next from the devs and the good folks over on the modding section.

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