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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Topics - SonnaBanana

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Suggestions / Permanent Skills, MK2
« on: September 09, 2021, 09:55:36 PM »
Making a skill permanent is completely voluntary.
Any non-piloted ship skill can be made permanent.
When a skill is made permanent, it grants additional bonuses.

Let's ask what it's about!

If the player is on neutral or better standing with a faction, that faction sends mercenary fleets instead of standard faction fleets when comes to doing faction expeditions.

Suggestions / Loan/Investment/Bailout contact missions
« on: September 05, 2021, 08:35:47 PM »
Player gets them from economic contacts, player needs to give the contact credits and after a period of time, the player gets them back with +/- 15% changes.
There's no guarantee that the player will always get back more than they gave originally.

Suggestions / TT planets are underwhelming/indistinct
« on: September 01, 2021, 11:06:49 PM »
Lorewise, TT is supposed to be still the most technologically advanced human faction despite their small size and everything that's happened to them.
Their planets don't reflect this in gameplay, give them all unique Industries and special Planetary Items.

Of course, it going without saying that players should be able to raid their planets to get their hands on those Industry blueprints and items.

What would it be? A near-playstyle changer like AS and NL?
Multiple minor fleetwide bonuses?
Colony benefits?

Suggestions / Alpha Core admin removal from colonies
« on: August 23, 2021, 08:01:49 AM »
If colony isn't Max Size or Max Size - 1, can be removed without any consequences.
If colony is Max Size or Max Size - 1, spend a story point to regain the Alpha core or remove it without using a story point and suffer consequences (same as the current ones).

Suggestions / Eleventh skills
« on: August 22, 2021, 08:18:53 PM »
Combat: Anti station skill, increases damage against stations, elite reduces ballistic and energy damage done by stations.
Leadership: Experience booster, increases officer and marine XP gain, reduces XP needed for story points.
Technology: Tech retrieval, increase yield chances (and amount?) for [REDACTED] LPC's, [EXPUNGED] weapons, planetary items, AI Cores and blueprints.
Industry: Colony infrastructure, reduces hazard penalties and disruption time. Or maybe even a different colony skill.

General Discussion / David's new artpiece is beautiful
« on: August 19, 2021, 06:34:59 PM »
What's it for, a new core world or story planet?

Suggestions / Piggybanking Colony Bonuses onto non-colony skills
« on: August 19, 2021, 07:21:59 AM »
Or which non-colony skills should give bonuses to colonies.

Best Of the Best: Bonus stability for governed colony/all colonies
Support Doctrine: Ground defenses increase for governed colony/all colonies

Neural Link: Increases faction officer quality.
Cybernetic Augmentation: +1 industry slot on governed colony/all colonies.

Containment: -10% hazard penalty to growth, upkeep and accessibility. (The hazard penalty still affects invaders in full)
Derelict Operations: Faction fleet size increase (more ships option in Command)
Hull Restoration: Faction ship quality increase.
Makeshift Equipment: Colonies need 1 less Heavy Machinery.

Any special effects on the colonies since you know..... the jump point is........

Suggestions / Colony Administration Suggestions
« on: August 10, 2021, 03:12:58 AM »
The player can't personally govern a colony or colonies, colony skills give bonuses to all colonies of player's faction.
Depersonalize admins, no more portraits, names or even skills. They are now a cargo item like crew.
Unassigned admins draw less pay than assigned admins.
Admins can be hired from bar events, given as rewards from contacts, purchased from markets or found while exploring.

Up to 10 admins can be assigned to a single colony. A colony gets bonuses depends on the number of admins assigned.
Player can also use a Beta or an Alpha core in place of admins.
A Beta provides the bonus of 5 admins, an Alpha provides the bonus of 10 admins but it's also... y'know....

Another approach is instead of giving bonuses straight up, assigned admins or Beta/Alpha cores generate Administration Points per month which can be spent to activate temporary effects/bonuses..

Discussions / Alex, I hope you having fun playing Highfleet
« on: August 04, 2021, 05:15:14 AM »
Any ideas you'd take from there for Starsector?

Suggestions / Randomly generated and renewed temporary systems/planets
« on: August 02, 2021, 08:46:10 PM »
Please add randomly generated systems/planets similar to the Alpha Site which must be accessed with Transverse Jump.
Except that unlike the Alpha Site they disappear when the player jumps back out, erasing everything in the system and making it inaccessible.
Every time one of them disappears, another one is generated somewhere in the sector.

They should contain great rewards, as well as lots of [REDACTED] or even [EXPUNGED].
They are also great material for contact missions.

Suggestions / Add marine/raiding bonuses to Cybernetic Augmentation
« on: August 02, 2021, 01:48:08 AM »
It's already a top-tier skill, surely a few more bonuses can't hurt?  :P

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