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Starsector 0.96a is out! (05/05/23)

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Topics - Tau Ceti Red Guard

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General Discussion / Safety Overrides Rework
« on: May 30, 2023, 05:47:20 PM »
I've noticed that a noticeable portion of the community dislike the current implementation of Safety Overrides and I agree with them. SO as it exists right now gives far too many advantages for far too few disadvantages. The Peak performance time reduction can be easily mitigated completely by adding hardened subsystems, wolfpack tactics and a combat endurance officer to your ship and the range reduction only ends up forcing the player to give the ship short range and high flux weapons without any justification to pick more longer range options on SO ships. I would like to hear the changes you would make to rework SO and make it a more meaningful choice as part of ship loadouts. Here's mine:

- Remove top speed in combat bonus
- Add rate of fire bonus to weapons with base range exceeding 450
- Make Ship experience random malfunctions at a scaling rate based on total time deployed, with a pause on the timer after incurring a malfunction. Pause is removed when ship reaches low CR
- Increase ships system recharge rate by 1.5x
- Increase amount of damage taken by shields by 20%
- Return ability to be S-modded
- Add S-Mod penalty of reducing flux dissipation increase to 1.5x and reducing ship system recharge rate bonus to 1.25x

My goal with my proposed rework is to add a greater loadout variety to SO ships by providing a bonus to weapons that significantly exceed the range reduction cut off such as hyper velocity driver  to make them meaningfully compete with weapons like the assault chaingun. The increase to shield damage serves to reduce the ability of a SO ship to win protracted engagements with enemies and force them to leave earlier to vent hardflux. The random malfunctions are my attempt at reducing PPT stacking by adding a consequence for having SO ships deployed on the field for longer periods of time.

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