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Suggestions / Re: Safety net for recovered ships
« on: September 11, 2023, 01:53:29 PM »
I’d like like an option to halt repairs unless under 10% CR. Then you don’t have to worry about forgetting to turn maintenance back on.
Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)
Dazzled me too when I started playing and found out that apparently I can buy off Luddites but not pirates. I guess there is some sort of gameplay/balance reasoning behind this? In scripted pirate encounters throughout various missions you can always work something out, but not so much during sandbox encounters.I suspect that pirates were made to be the beginner enemies when starsector first got a campaign, hence the suicidal aggression, and Alex just hasn’t gotten around to giving them a new purpose yet. Pathers came later and was given the bribe option to show their hypocrisy.
Fun fact: you can eject some cargo from your inventory to cause pirates cease chasing you and investigate the pods. Although probably not exclusive to pirates?
What about making motherships and sometimes other derelicts point towards cryosleepers? Add a few more so like 1/5 of the sector is in their area and add that area to a map UI somewhere and then you reduce the amount of space people search. You could even give it a scaling distance effect and or add an industry that decreases the effective distance to a cryosleeper so people are pushed towards colonizing nearby but also have the option to set up further away if they want to. Derelicts already point towards very rich deposits so players don't have to explore every system to find them.On the colony side, make the big resource deposits really rare and lock colony growth behind the cryosleepers (and make them easier to find late-game). Boom, player's markets are almost always dependent on the core worlds for the base resources and only 1-2 of them can be more than outposts.(Picking up on this point because I think it's an interesting design discussion that I've run into more than a few times in my career.)
-- Per Soren Johnson's insight which has stuck with me ever since I read it, this would probably just makes exploration fifty times more tedious as players survey the entire map before choosing where to place their colonies.
The field repairs skill increases repair rate by 50% and instantly repairs 25% for free after battle. There is already some support hullmods like high resolution sensors and survey equipment. They're fine though it'd be cool if they could be added multiple times for a scaling cost.Efficiency overhaul increases recovery/repair speed already. Though a dedicated faster repair hullmod would be good.
Right, I know there is a skill that increases repair speeds. I believe endurance or some other skill also make your flagship start with 50% hull after battle if it's below? But a hullmod would be nice addition. For example we have already efficiency overhaul hullmod and also a skill and they stack together.
Edit: and I guess this is more to add more fleet support abilities. I think we need more ships/hullmods that act like a passive fleet support which makes you consider bringing that non-combat ship with you that will add on supply+fule costs for a special bonus like the Salvage Rig