Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kaphraxus

Pages: [1]
While I understand the frustration I find Independent rep to be so easy to come by it helps to have more things that reduce it.

Love the new sprite! Will the patch break existing saves?

Excellent! Thanks.

Can this mod be added to a game in progress?

Suggestions / Re: renewing merc officer contracts give no xp bonus
« on: April 08, 2021, 08:19:42 AM »
(context: mercs)
In theory it's supposed to provide a temporary boost, not something you maintain on an ongoing basis.
how is this supposed to work though? for this to make sense there would have to be a reliable and quick way to contact mercs. i wont visit every colonized system in hopes of finding one *after* i took on a difficult task.

Perhaps there could be a structure you could build on player colonies that would increase the chances of mercs appearing. I'm pretty sure a mod does this but I see no reason why it couldn't be in the base game. Maybe a structure is too much, maybe it would require an initial story point investment.

Another possibility is that there could be "personnel" contacts that would inform you of more specialized mercs and where to find them, for a finder's fee of course.

Suggestions / Re: Higher crew/officer salaries Instead of Supplies
« on: April 08, 2021, 07:28:15 AM »
Noticed Alex commented on this and wanted to chime in as a less vocal member of the community (until now lol) but I like the struggle for supplies in the early game. It's a big part of the game's appeal to me as a fan of sci-fi works like firefly and star wars where the appeal was always as a small time smuggler or something. However, using a large fleet can become unwieldy in the lategame when you can fully strip markets of supplies and still be wanting more. To a certain extent, player colonies help with this (especially with a waystation installed) but I think some additional changes that could be made without just cutting supply consumption across the board are:

Having contacts give discount supplies/missions for supplies.

Bringing back that skill from 0.9.1a that reduced supply consumption for d modded ships based on amount of d mods (really sad to see this skill go)

Pages: [1]