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Topics - Impetus

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General Discussion / Colony Proximity Accessibility
« on: May 28, 2021, 07:06:21 AM »
So, we all know that accessibility is important due to how it multiplies your market share, and thus, your income. One of the primary contributors to accessibility is proximity to other colonies, but I can't seem to find what the actual formula is for calculating the proximity bonus? That is to say, if I were to build another colony in addition to a pre-existing colony in the system, how much accessibility would I gain? Is market size relevant? Is the gain less based on how much proximity bonus the colony already has? I've tried looking through the game files but I can't seem to find the actual rules for this important aspect of colony placement, and thus I wanted to ask if anyone here knows how it actually works?

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Suggestions / Add a way to change officer portrait
« on: January 21, 2021, 06:15:50 AM »
There are times (especially with additional portraits installed) where I would enjoy being able to customise my officers by changing their portrait to one I feel would suit them better, for example, changing a pirate-looking officer to a tri-tachyon portrait for when you're doing a tri-tachyon playthrough. While you can go into the files and do this manually, I feel like it would be nice to add it as an official feature.

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General Discussion / Colony income seems low for the investment
« on: July 26, 2019, 05:13:31 AM »
I decided to give the rebalanced colonies of the latest patch a try, and they felt rather anemic in my opinion. To start a colony, not to mention a profitable one, you have to spend a considerable amount of time and supplies to survey systems until you find a good one, and then buy a starliner or something similar so that you can pay a thousand crew, two hundred supplies and a hundred heavy machinery. That's not an inconsiderable expense, but a fairly minor one in comparison to the costs of the actual colony.

When you have your newly started colony you need an industry, for example mining. I colonised a planet (125 hazard) with abundant ore and rare ore in addition to plentiful volatiles. Sounds amazing, right? In the previous patch this kind of planet would be a goldmine, but the reward for the 100 000 credits is an income of a paltry 15 000. That would be acceptable, since roughly 10 months to make a profit is doable, but a colony needs more than that. A patrol hq is 300 000 for a defense which can't handle a raid, and the upgrades cost more and take one of the few industry slots you have. So you continue upgrading your colony, funneling millions into it hoping that it will be worthwhile, 300 000 for a megaport, 250 000 for a spacestation, 450 000 for commerce and so on and so forth. The reward is more than doubling my income, which is roughly 45 000, excluding the heavy industry (which provides benefits beyond money and excuses the negative income) and the refinery which gives a few thousand as it's income in return for 215 000 credits. I could go on, but I believe my view on things is fairly clear: Colonies seem like a massive moneysink for an income which is worse than a commission and far worse than regular bounties.

That being said, this could be because I use mod factions and nexerelin, so the market is perhaps harder to conquer than it usually is, so I would like to hear your thoughts on the profitability of colonies.

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