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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Topics - Shinr

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Basically, making Special Hullmod Upgrades or similar as a vanilla feature.

The rationale for this is that IMO even if current Pather Interest/Threat values be will brought down to sane levels, I think Alex would still want them to be relevant enough not to be ignored by most players.

Which means that depending on which Colony Items were found, which Systems/Planets were colonized and the temperament/patience of the player, it is possible that there will be leftover colony items that are not worth installing burning holes in your cargo hold, which you can only sell or give away.

So converting them into hullmods is another way of making them useful.

In the past I complained about the rather static scaling limits of skills that have them, which in my opinion are too low and feel counterintuitive, failing to achieve their "less is more" intention.

So how about a hullmod that makes those skills ignore the ships they are installed on, not buffing them in return for not counting them for scaling purposes, (or a hullmod that prioritizes them at the exclusion of those that do not have that hullmod, whichever is easier to work with) so that for example you'll have carriers with those 8 Flight Decks fully buffed (or nearly fully buffed if just a bit above 8, like Legion+Astral 10) while you can have more carriers without any buffs without debuffing those elite 8.

Modding / Recommended Faction mods?
« on: August 14, 2022, 11:09:20 AM »
Outside of the Dark Revenant factions, which IMO feel like recommended add-ons to SWP, which factions mods can be considered must-have and/or simply fun to have around?

Suggestions / More Weapon Mount Sizes?
« on: June 03, 2022, 04:45:56 AM »
Less of a suggestion and more of a question:

In an unlikely event that Alex decides to revamp the entire weapon mount system or do something different for an equally unlikely sequel, is there is any merit to having more of weapon mount sizes?

For example:

Ultra Light = Current lighter small weapons;
Light = Current heavier small and lighter medium weapons;
Medium = Most of current medium weapons that don't go either way;
Heavy = Current heavier medium and lighter large weapons;
Ultra Heavy = The rest of current large weapons;

On paper, one benefit to this is that it allows Alex and the Mod devs to fine tune the ship/weapon power in more granular way.

Don't know how it would turn out in practice, though.

Suggestions / Modifying/mitigating the Skill DP Limits via hullmods
« on: July 17, 2021, 01:28:16 AM »
I'm not a fan of skill bonuses being reduced by going over an arbitrary amount of combined DP of certain ships you have in the fleet when your only options are "don't" and "grit your teeth", and roleplay-wise it doesn't matter if you're a pauper barely scraping by or a richest admiral in the sector, the limit is the same.

So how about new two hullmods for phasers and redacted each?

One that reduces DP for skill bonus calculations but doesn't actually reduces the actual DP cost for fielding the ships into the battle, with OP costed just enough to have a meaningful choice between more, but undergunned ships and less but more fitted out ships.

And another, Cruiser/Capital exclusive that increases DP limit before bonus reductions start for a large OP un-S-moddable cost.

The versions for REDACTED can be either cost more for less benefit or not exist at all for balancing reasons (Thought I fail to see why would one prefer to have a malfunctioning Alpha Radiant when a Player piloted one is simply better even with the Neural tax).

I was also thinking something similar with Carriers and LPCs, but they need a lot more than that to get out of the gutter they are currently in (not helped by removal of Strikecraft skills).

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