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Topics - Voracioush

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Suggestions / New Tech Mining / Outpost Approach
« on: October 10, 2021, 08:18:20 PM »
Below are a couple of issues I'm proposing a solution for:
1. Tech mining industry isn't widely used, an industry slot is valuable, and the rewards aren't great.
2. To use tech mining you need to found a colony, build a spaceport, and potentially defend it.
3. There isn't much incentive for expanding outside of 1-2 systems that have the resources you need or founding colonies far away from the core due to the accessibility penalty.

Potential Solution:

An outpost option is added in addition to "colonize" option for planets with ruins.  This option requires $100k, 100 personnel, 200 supplies, 50 machinery to setup. 

It sets up a an "outpost" with essentially the same GUI as a colony which costs around $1000 per month (dependent upon ruin type, and hazard rating) to sustain, has a "landing pad" instead of a spaceport, and only has the tech mining building on it.  Tech mining can also be built on regular colonies but is no longer an industry.

This will let players essentially build outposts around the sector and expand.  You can dock your ship at the colony but you cannot outfit your ship differently than you would normally in space (without a penalty).  The outpost has no tradeable goods except for that which the tech mining industry creates which you can pick up.  You can also store a limited amount of items on the planet so you can use it as a jumping off point while exploring. 

For $75,000 you can create a spaceport (for outfitting, getting crew), and for $150,000 you can create a waystation.  All other buildings are not offered.  You can also upgrade it later to a regular colony by adding 1000 personnel, 100 supplies, and 100 machinery.

These tech outposts do not count as a colonized planet, are not attacked by factions or pirates.  Potentially a radiant event with a low chance may have a sabotage, mining accident, rogue AI event, etc and your outpost blows up/evacuates.  The chance is lowered or removed with the spaceport/waystation.

Other faction's tech outposts can also potentially be found and raided/destroyed.  For Nex, an outpost can be colonized with no penalty as long as there are no other planets in that system that are colonized/claimed by a faction.

Thoughts? 


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Suggestions / Quality of Life Suggestions
« on: May 07, 2021, 09:44:54 PM »
I love this game and have found myself playing a ton.  I bought the game originally in 2013 and seriously started playing last year.  Love the community and all of the love and support Starsector gets.

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Here's a list of suggestions I've thought of to maybe improve the game a bit:

1. Custom Production sorting: Under custom production the ability to sort by # of total owned of that weapon/fighter/hull so I can make sure I have all the weapons I have blueprints for without cycling through every single one which takes forever.

2. Positive relationship rewards for polities: If cooperative or other positive relationship with a faction you no longer get dinged with reputation if found without IFF on or if you sold/have illegal cargo (under a reasonable limit).  They would still pull you over but then it would do a reputation check and it would say something like.  "Oh sorry sir I didn't realize who you were try to put your IFF on next time.  Have a great day."

3. Special items changes:

   a) Soil nanites not allowing rare ore should be removed; if you find a habitable planet with rare ore you're essentially punished.  I can see volatiles as staying
   b) Mantle bore not allowed on habitable world should be removed.  Make a side effect similar to nanoforge pollution be earthquakes but only for atmosphere planets.
   c) Catalytic core only allowed on no atmosphere should be changed to just not habitable, I should be able to use this on thick or thin atmospheres
   d) Combat drone replicator seems like a nice to have but doesn't really do much if you already have a station and heavy batteries.  I think adding a reduction of the decivilized hazard rating by controlling them with drones would be cool.  Or making it a station item instead and having the station pump out drone fighters that you have blueprints for

Right now these restrictions make no atmosphere worlds the best for generating money when habitable worlds should be more valuable. The only things with max efficiency (other than commerce) you can install on habitables is a farm and light industry.

4. Cryosleeper: Allow a cryosleeper to let a habitable planet population to increase from size 6 to size 7.  It really has no use especially since getting to size 6 doesn't take long.

5. Polity expeditions:  Expeditions into your space without delcaring war can be fun, but not so much the -5rep if you defeat them.  I think that we should be able to do the same to them if they attack us.  Set a goal of disrupting a port or industry and only suffer a -5rep pentalty if completed.  If my rep with a faction is going to spiral at least let me contribute in the tit for tat against those damn Hatfields.

6. Neutrino Detector:  Please get rid of false positives.  I don't like being tricked and spending supplies that I could be exploring with to go out in the middle of nowhere so I just never use it.  When exploring a system I only check planets, around stars, gates, and sometimes asteroid clusters.  If you want me to search out more in systems where I'm not even guaranteed it's not going to be more than a probe, just let it work normally, plus I already have to bring volatiles with me to use it.

7. Supplies used UI:  Can you expand the total supplies and supplies/day to also include supplies/day for repairs and total supplies?  That way I don't have to tab between the fleet screen?  There should be room to put the other two next to it on the UI?

8. Special items and AI cores for planets:  Let me dump them onto the resource stockpile or local storage so that I can install them remotely pretty please.  That way I can pre-plan a planet and not have to babysit it.

9. Waystations:  Waystations should generate a small amount of free supplies/fuel for the player.  Using Industrial revolution mod I always like to build a variable manufactory using the VPC to do it.  Make it small like 20 supplies and fuel per month.  That way it also gives you incentive to visit your faction worlds and feel like you get something more than just credits.

10. Max Rep Reward: In another example of getting something for lots of good reputation, give me a story point if I max out a contact's reputation that I've built up or maybe 2 as a reward.

11.  No storage while exploring:  Make putting excess stored items that you find while exploring either able to stay on the platform/planet you found or make stabilizing them in orbit cheap or cost metal.  99% of the time they get thrown away now and I have little to no incentive to go back and get them.  So much ore, metals, food, and organics vented to space!  Think of all the children on Chico that could have used them.

12. Easy quest making:  This might be a big ask but a way for non-java software people to develop quests.  It would be amazing if in a text file someone could make easy quests generated at X planets to make some quest chains based on delivery of goods, raids, exploration of systems and write dialogue.  I think this would make mod story items explode and really enrich the story in the game and allow more people access to mod this amazing game.

13. Tech Mining Building:  Even with the last bump it's not worth building over another industry, especially early game where every little industry counts and you want to survive.  I just never build them.  Especially when most comments on its rewards are so low with only getting random weapons or maybe an AI or two.  Make it not take an industry slot and I'll always build it, especially early game when I could actually use the items.

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Noticed it on my playthrough trying to put militarized subsystems on an Atlas and Colossus and both did not work even though the tooltip indicates it should get +1.

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