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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Hansag

Pages: 1 [2]
16
Suggestions / Re: Habitats / Space stations
« on: August 01, 2020, 07:29:32 AM »
The reason why all stations cost the same is that they were designed to have the same power and, in the testing, proved to be relatively similar in power. High-tech station isn't supposed to be better than others and low-tech station isn't supposed to be worse, similarly to how ships are (supposed to) be balanced.

Yes, and they are seen from a combat point of view, they are very balanced and I like them. I am thinking more on a non-combat basis since they are described as being more than just combat platforms.

17
Suggestions / Re: Ability to colonize the entire known universe
« on: August 01, 2020, 07:24:58 AM »
NEX seem to have some interesting mechanics for this, letting your colonies become autonomous (basically just giving you money each month). As well as increase the number of planets you can rule yourself. Also, the invasion mechanic in it is really neat :D

18
Suggestions / Re: Research ... and Hacking
« on: August 01, 2020, 06:25:05 AM »
Another (simpler) idea to this inspired by NEO Scavenger.

You find these "Data Slabs" (the ones you right-click to get blueprints).
But, they all have 1-5 "D-mods" (e.g. encryption, information being unstructured and needing clean up), and until you remove them they are just useless junk more or less. Maybe the data slabs are domain era tech, so they still have some value but what you find on them is a bit of a mystery.

So, you don't get blueprints out right, but need to "decrypt" them first to see what is on them. Further, having an additional skill in the blue tech row dedicated to "hacking" (the game seem a bit cyberpunk anyway) could help unlock 1-3 levels of D-mods for free (and make data from derelict ships a thing or more common), maybe even do SIGINT from orbit of planets (like mining in NEX). That way, you could buy Data Slabs with D-mods, fix them up and watch the cat videos before selling them back for a loss, or profit in case of something useful being found.

If I remember correctly, in NEO Scavenger you had three types of information on the memory sticks:

- Financial data (a person's bank account details, company financials etc.), which gave you a bit of cash.
- Software, which gave you new abilities to add on your laptop or other device
- Location data from old GPS logs
- Random nonsense - e.g. cat videos, someone's diary (possible lore), movies and series and things that just have no real value to the player otherwise. Might be entertaining for someone on the market though.

This way, it's not so much R&D as just figuring out what is in front of you, albeit behind several layers of quantum encryption and scattered across enormous disjoined file structures.

In summary

Resource: Data Slab
Domain-era data storage device containing information ranging from personal notes and lore, to blueprints or financial information.
Sold individually if content is unique or unknown. Sold in stacks if empty or known to only contain nonsense or entertainment media.

Data Slab Encryption (d-mods, e-mods?)
Hides the information on the Data Slab and makes it not readily available. Can be
Removed by Hacker skill
Removed by selling to markets
- Black Market (Unlocks Data Slabs with 1 d-mod)
- Open Market (Unlocks Data Slabs with 2 d-mods, but redlists any Data Slab with financial or personal data)
- Military Market (Unlocks Data Slabs with 3 d-mods, but redlists any Data Slab with blueprints, mods, personal or financial data)
Removed by paying a hacker to do it for you (1-3 d-mods) which then places the Data Slab on the Black Market (similar interface to when handing in AI). Perhaps requires you to find one in a bar first, or be approached when arriving at a location. If you have a good enough relationship with the hacker, perhaps they are able to sell you things as well (at a premium of course)?

N.B. Perhaps make so that hackers do not spawn in Luddite locations and be more common in and/or higher level in the larger or TT colonies.

Tech Skill: Hacker
Level 1
Automatically unlocks Data Slabs with 1 d-mod
30% chance of finding Rare Data Slabs (e.g. blueprints or things of value) from abandoned stations and other derelicts (fleet)*
Ability: Signal Intelligence (success rate 15/30/50 per level, requires empty Data Slabs for storage)

Level 2
Automatically unlocks Data Slabs with 2 d-mod
50% chance of finding Rare Data Slabs (e.g. blueprints or things of value)  from abandoned stations and other derelicts (fleet)*

Level 3
Automatically unlocks Data Slabs with 3 d-mod
75% chance of finding Rare Data Slabs (e.g. blueprints or things of value)  from abandoned stations and other derelicts (fleet)*

*Assuming they are present

Industry: Technologistry
Maintenance: 8,000 * (pop size - 2), multiplied by market upkeep modifier (hazard rating)
Produces: Unlocks locked Data Slabs
Demand
- Luxury Goods; Equal to Colony size - 2  (High-end marvels of technology, like the latest TT workstations or supercomputer; also kinda makes this a no no for the Ludds)
- Supplies; Equal to: Colony size - 3 (spare parts, microfab feedstock, and prefab components)
- Crew; Equal to: Colony size - 3 (technical staff that lets the experts focus on more important things)
- Recreational Drugs; Equal to: ((Colony Size/2)-3) (to keep focused and awake)

Place your Data Slabs in a dedicated Storage Tab, and they will work on cracking them open and reveal the data, or making it useful.
Automatically unlocks Data Slabs with 3 d-mod* (similar to a level 3 Hackers) and removes 1 d-mods per month (one Data Slab at a time)
i.e. a 5 d-mod Data Slab is reduced to 3 d-mods*, then unlocked.

* or 1-3 depending on level of Technologistry (levels 1-3: Hacker Collective/Technologistry/Academy or Research Institute)

Gamma
Same as default (resource reduction)

Beta
Same as default (resource and cost reduction)
+1 d-mods removed per month

Alpha
Same as default (resource and cost reduction)
+2 d-mods removed per month

Nanoforge
Enables production of a few empty Data Slabs per month?

19
Suggestions / Re: Habitats / Space stations
« on: July 31, 2020, 09:26:24 AM »
I was contemplating this as well. Perhaps separate the "Orbital Infrastructure" from the "Ground Colony" a bit, so if you build a station above a planet for the 250,000 schmeckels, then you have that, but not the rest. Then you upgrade or specialize it with modules accordingly.

As is, Vanilla stations are purely military right:
- Space Station
- Battle Station
- Star Fortress

Proposal
Maintain three tiers of space stations, but have them in a separate row under the colony buildings of said planet (or stable orbit). I would propose the following:

Station Types and Modules

Spoiler
Orbital Outpost
Basic station where you can build facilities to house hundreds of people (size: 2).
Facilities: Yes (perhaps limited to 2-3 slots)
Industry: No
Hangars: No *
Batteries: Light *
* One could imagine upgrading one or the other a level. For instance, you could install Hangars for mining drones that bring in a bit of ore from the system, or let the Patrol HQ take that slot. (Digressing, perhaps some asteroid rings should have a "stable orbit" where you can build a station and you can see if the resources of the belt are any good)

Orbital Station
A large station that can house thousands of people (size: 3-4) working in various capacities.
Facilities: Yes
Industry: Yes (1-2)
Defences: Medium (upgradable to Battlestation)

Orbital Complex
A very large station that can house hundreds of thousands of people (size: 5)
Facilities: Yes
Industry: Yes (2, 3 with additional investment)
Defences: Medium (upgradable to Star Fortress)
[close]

Orbital Industries and Defences
Some industries that might be a bit unique to an Orbital Stations and Complex

Spoiler
O'Neil Section
Creates a section of the station with a mild, habitable climate where colonists can live or relax.
Changes Hazard Rating by -50%
Possibly allows increases size by 1

Hydroponics
Similar to aquaponics in that is requires a large initial investment and subsequently a lot of upkeep

Asteroid Mining
Requires: Nearby ring system
Produces: Ore and Mining or Boring Drones for defence if stations is not upgraded with Heavy Batteries
Fleet Spawn: Asteroid Mining Fleet (e.g. Venture, Shepherd and Salvage Rigs) that goes out an mines the asteroids or debris (perhaps bringing back salvage loot at the end of the month).

Gas Syphon
Requires: Orbiting Gas Giant with Volatiles
Produces: Volatiles

Orbital Defenses

Heavy Batteries (Replaces Ground Batteries)
Effectively making the station a Battlestation

Heavy Defence Drones (Replaces Heavy Batteries)
Effectively making the station a Star Fortress
(Perhaps have this require a Production Blueprint?)

[close]

Hazard Rating
As is now, I believe all stations have 100% hazard rating.
Would propose the following (Low-/Mid-/High Tech): 250/175/125 %

Why:
In part role-playing, that you have a low-tech station where things break all the time and you're trying to get things to work more than just have a pleasant place to work. Mid-line solves some of these problems while High-tech is on top of them providing a pleasant place to live and work. All of these also play into the costs, so having low-tech mining operations might be profitable, but if you want to have more fancy things going on, you'd probably want to have a Mid-line station at least.

Final thoughts
I always found it a bit weird that the player could build Mid and High Tech stations at the start of the game at the same price. Perhaps make them unlock with Blueprints and/or have price scale inversely similar to Hazard Rating (i.e. Low-tech cheaper than High-tech)

20
Suggestions / Re: Industry: softcap, shutdowns and automation.
« on: July 18, 2020, 10:38:54 AM »
Attaching a nanoforge to Heavy Industry is kinda like an "automation" buff though. Would have been interesting if one could do that to Light Industry as well.

In my current playthrough, I have come across 6 Pristine Nanoforges, and I don't know what to do with all of them (My 7 colonies are level 8 or 9 and adding €1.5M every month, so no reason to sell them.)

One thing that would be nice would be to deactivate an industry. Not so much tear it down as just having it stop working (maybe take a week for it to get up and running again)

21
Suggestions / Re: Industry: softcap, shutdowns and automation.
« on: July 18, 2020, 07:00:21 AM »
Maybe have something like "Administrative Capacity" on a colony, based on its infrastructure and population as is now, but possible to "upgrade" or build dedicated "Administration" facilities that can help reduce the Stability, Accessibility and or Productivity penalties of having more than one or two industries.

Tiers (Planet - One could imagine something similar for Stations if they become a thing):
Operations (Level 0) - Set up together with an outpost or colony. Can handle 1 industry and up to size 4 population without penalties
Development Board (Level 1) - Can handle 2-3 Industries and 6 population without penalties.
Administration (Level 2) - Can handle 4-5 Industries and 7+ population without penalties.

Penalties
Stability -4 from Mismanagement per Population level above what it can handle
Accessibility -10% from Mismanagement per Population level above what it can handle
Accessibility -10% from Mismanagement per Industry above what it can handle
Productivity -1 Units from Mismanagement per Population above what it can handle (ends up on black market)
Productivity -1 Units from Mismanagement per Industry above what it can handle (ends up on black market)

Random Events
Not having enough "Administrative Capacity", one could imagine that events like the below would fire of:
- Unrest (Lowers stability)
- Black market expands (Less income and produced goods)
- Red Tape (Increased Costs)
- Bureaucratic Speed (Lowers population growth)
- Logistics Issues (Lowers Accessibility)

While having enough would cause:
- Solves any of the above
- Refugee resettlement (Removes Refugee penalty - Refugees: Population Growth, but lowers stability and increases cost of Population and Infrastructure - Refugees requires that there is unrest on any other planet, though this could be a whole new mechanic)
- Black market disrupted (lowers goods on said market)

22
Suggestions / Research
« on: July 14, 2020, 06:04:11 PM »
I have been thinking about the data-packages strewn across the sector.

So I was thinking, perhaps make these a lot less common, but more powerful.

Enter, reverse engineering and research.

Spoiler
Assumptions
- Costly
- What you research needs to be picked apart and destroyed (weapons, systems, ships, at least one needs to be taken apart)
- Difficulty scales exponentially with size and tech level (figuring out how to make a light machine gun might take a month or two, while a capital ship takes many years)
- You need some sort of facility/industry to do research
- Research requires a hefty budget to do in reasonable time

How then to research?

Option 1 - The simple way (Linear model)
Allocate a budget (like your growth budget) and then you have a data package for the thing in a specific amount of time.

Option 2 - Making life difficult (Breakthrough model)

Instead of just having the amount of money allocated play a role, you also have to battle with "breakthroughs" and "progress"

Various items require a certain amount of breakthroughs*, something that might happen 50% each month at an average budget on a Size 5 world.
If you don't get a breakthrough, you get an additional +10% for the next month (i.e. you have some progress).

* Examples of Breakthroughs required:
Small Weapon 1
Medium Weapon 2
Large Weapon 4
Ship System (equal to cost for a Frigate level system)

Frigate 8
Destroyer 16
Cruiser 32
Capital 64

Low Tech x1
Midline x5
High-Tech x10
Civilian Hull x0.5
D-mods present on researched specimen x1+N (N= number of D-mods percent on reverse-engineered hull, because you have to figure out a fix to it)

So if you want to be able to build High-Tech Capital Ships it would be 640 breakthroughs, and if the one you are studying is a mess with 5 D-mods, it would require 3200 breakthroughs, which would take more than 250 years if you're making a breakthrough per month. A Light Machine Gun however, would take just 1 breakthrough and might be figured out in a month or two.

Example of Facilities

Technologistry (Level 1 - Facility)
A meeting place with dedicated workshops and expert systems.

Engineering Works (Level 2 - Industry)
Dedicated heavy industrial machinery and plants for tearing down ships and other large pieces of technology.

Research Institute (Level 3 - Industry)
Provides additional facilities for some of the sectors more sought after technologists.

Nanoforge - Reduces cost by 20% or 50% depending on sort
AI - Reduces number of breakthroughs required for a project
Colony Size - Increases number of breakthrough chances per month
Theoretical Support - In case you have more facilities, but allocating less than one artefact for each (or an artifact is pirated in transit), then they only produce at 50%

One could also imagine of giving this chain of buildings a similar bonus as the Industry Skill to finding more rare finds, but from Tech-Mines. Again though, they should be one of the most expensive buildings to keep.

Just some thoughts.
[close]

23
Suggestions / Re: Some small ideas
« on: July 12, 2020, 04:19:39 AM »
I honestly really want to be able to put notes onto star systems. Like when a faction puts up a mission to find some research station or something in a star. Which is mildly valuable, but you can't take up the offer right now. It really felt wrong when I wasn't able to do it.

I think a work around would be to put it as "important", but yes, it would be nice to make one's own Exploration notes.
Still wondering where I found that Cryosleeper ship so I can go back with my late game fleet.

24
Suggestions / Re: Marines-exploration use
« on: July 10, 2020, 01:22:01 AM »
Sounds interesting. Kind of like commandos in Crying Sun, making sure your officer is safe when exploring.

Scaling depending on the danger (making you lose crew, equipment and loot), maybe having 10 Marines as a baseline for most exploration, but otherwise getting prompted to launch a raid against whatever.

"Your redshirts have stumbled upon a well defended derelict installation amongst the ruins"
- Launch Raid
- Leave for now

25
Suggestions / Re: Some small ideas
« on: July 08, 2020, 04:10:08 PM »
Thank you for noticing. I was thinking as well as some time after combat. So you might have shot up hangar bays, reactors or whatnot, which would take some time to correct, but is possible without a full refit.
This sort of happens. If your ship gets disabled and you recover it, there's a chance it will have d-mods that reduce (or "reduce") its performance in various ways. Decreasing maximum hull points, armour, flux capacity and dissipation, worse sensors, engines, carrying capacity, maintenance are all possibilities. You can restore a ship to full functionality, but it's expensive and it's better to make a whole new ship, instead of trying to fix a beat up one. If you can, that is.

Hmmm, I guess when I look at it D-mods, being able to use the affected system at all straight after battle, rather than needing some days to patch it up is the main thing. Having a carrier only able to use half it's hangars for instance, while refitting again is instant (no leaving the ship for a few days to have it done. Granted, if you are flying around with a presine nanoforge, it shouldn't be a problem.

Severe injuries (ie. D-mods) taking some time to "heal" before being usable, if still crippled. Makes it harder to go from one battle to the next in quick succession.

Also, I'm not sure if the game tracks your crew complement, but I guess if your ship is shot up and it starts operating on less than a skeleton crew it would have CR reduced, something one could imagine shouldn't be higher than what the hull is, making retreats even more important (since having a Hull = 5% but CR still above 50% less of a thing). But maybe this is in the game, but I just haven't noticed.

26
Suggestions / Re: Combat - Prisoners
« on: July 08, 2020, 03:43:55 PM »
What you suggested is already available in some kind of mod. Not sure, which one...

What can be really better - capturing enemy officers. You can release them in they faction market for some rep, or sell them on market of factions that are hostile to prisoners faction for reward and additional rep penalty with prisoners faction. Also you can try to converse them in your religious hire them or simply space them out in airlock for fun!

New mission type could be added - bring target officer to justice alive. Twice as distance traveled, twice as paid!

Can not say I have looked much at the mod-market for this game yet. Still exploring the wonders of it.
But yes, keeping it to just officers would make it simpler as well I guess in terms of variables. Again, this could make a "Brig" worthwhile as a Ship Mod (makes it harder for them to escape while in port etc.)
One could also include raid or covert missions where you specifically go in with marines and officers to capture someone.

27
Suggestions / Re: Some small ideas
« on: July 08, 2020, 10:01:55 AM »
Combat - List of Ships
In the Command view (?) have a tab from which you can select ships or groups of ships (holding shift)

Combat - Tactical Damage
Inspiration: Battle Brothers
Having certain systems being damaged or knocked out during combat, as well as
You can select a group of ships and create a control group using CTRL+number. You can select control groups even in the deployment screen. Not exactly the thing you ask for, but that's what's there.
Weapons and engines can already be temporarily disabled and those already can make a ship very vulnerable. Also, one sentence appears to be cut short. You can edit your post to fix it.

Thank you for noticing. I was thinking as well as some time after combat. So you might have shot up hangar bays, reactors or whatnot, which would take some time to correct, but is possible without a full refit.

Also, yes. The CTRL+number works to some extent. I was thinking additional flavour and tactical options.

For instance, say you have your main force containing your lumbering capital ships, you could have one task force engage or harass their reserves (making it harder for them to reinforce or get away). Of course, that would probably increase complexity quite a bit.

I'll content myself with the control key though.

28
Suggestions / Re: Some small ideas
« on: July 08, 2020, 09:51:46 AM »
Refit - Comparison
Compare new weapon with current (button to lock one in place)
Is this what you had in mind? https://twitter.com/amosolov/status/1222674844711604226

Yes! Not sure how to do this though.

Fleet - Scuttle

I am pretty sure you already can scuttle ships right in space from fleet menu. Although, it will not appear as derelict.

Combat - Freeze!

Well... go to a combat map, see an arrows close to ships. They are indicate current velocity and IIRC acceleration direction. Did not understand what is "push a button to stop", as you able to pause a battle with "space" button and the "C" is a "hand brake" option.

Combat - Tactical Damage

Partially implemented. EMP damage as well as ordinary can knock-out weapons and engine nozzles.

P.S. Welcome to the forum.

Thank you!

I can't believe I missed the scuttle button. You even get supplies etc. from it!
Furthermore, pressing C is exactly what I had in mind.

Yes, similar to EMP damage that knocks out weapons etc. But I was thinking for the duration of the battle.

For instance, if a ship is taking a lot of damage it might get things like:

Reactor breach - the ship's reactor is damaged and is slowly generating hard flux (needs to withdraw from battle or risk blowing up)
Weapon system jammed - a weapon/turret is locked in a certain angle and cannot traverse anymore
Drive manifold damaged - Effectively disables the engine for the duration of the battle
Fried Targeting Computer - Reduces autofire leading and range

Speaking of which, if you target a ship (R), then having a "lead target point" to aim for

Furthermore, it seems a bit odd that laser beams that are shut of before reaching a target just retract. Though I guess one could motivate that by saying the beam wasn't focused enough. But I digress.

29
Suggestions / Combat - Prisoners
« on: July 08, 2020, 08:24:03 AM »
A bit of a new mini-game relating to reputation, and something not too uncommon in history.

How to treat them though?

Benevolent
Prisoners are treated well in accordance with the rules of war and hyperspace.
  • Consumes some supplies
  • Released in port to their labour union representative (com request)
  • Might provide intelligence after combat
  • Option: Recruit crew - offer some of the crew to join your crew. Sign up fee and number of crew depend on faction relationship.
  • Option: Reduced Rations - uses less supplies, much to the nuisance of their labour representative. Some risk for prisoners dying (and PR hit).

Harsh
Technically treated within the letter of the law, if not the spirit of it.
  • Consume few or no supplies
  • Can be released in port to their labour union representative (com request)
  • Does not provide intelligence
  • Option: Harsh Interrogation - Might provide some intelligence, as well as dead bodies and bad Public Relations (PR)
  • Option: Organ Harvest - What's wrong with you. Does this look like Rimworld to you? Removes the equivalent number of prisoners and reduces relations with all factions

Ship System
Brig/Holding Cells (reduces supply usage of prisoners and increases chance of intelligence)

N.B. - One could imagine that if your business model involves capturing and harvesting prisoners organs, then some crew might quietly leave when arriving in port (similar to if not paid). In addition, making it harder to hire crew and marines from the open markets of factions that do not like you. So, in the end you might have to rely on slipping into pirate bases to get your crew.

30
Suggestions / Some small ideas
« on: July 08, 2020, 07:49:35 AM »
Fleet - Scuttle
Sometimes you just want to get rid of a ship more than mothball and bring it to port.
Scuttle ship and make it a derelict. Set it in a stable orbit etc.
Edit: I'm just blind


Refit - Comparison
Compare new weapon with current (button to lock one in place)
Edit: This might already be in, but in that case: How does one do this?

Refit - Reset Simulation
Run the simulation again with the same adversaries

Combat - List of Ships
In the Command view (?) have a tab from which you can select ships or groups of ships (holding shift)

Combat - Battle Diary
A list of the events in combat
Also, ability to click entries (e.g. about your ships) to select it so you can ask it to pull out etc.

Combat - Freeze!
Ability to see your ships drift, and/or which direction you are travelling.
Ability to push a button to stop
Edit: Pressing "C" resolves this perfectly


Combat - Demand Surrender
Ability to demand enemies to surrender and hand over their stuff
What better way to pirate things, than to just ask traders for their stuff. Without fighting! :D

Combat - Tactical Damage
Inspiration: Battle Brothers
Having certain systems being damaged or knocked out during combat, as well as
Edit: as well as taking some time to repair after combat.

Raid - Heavy Weapons
Heavy Equipment gives up to 100% bonus to Salvaging.
Heavy Weapons could give up to 100% bonus to Raids (makes you want to keep some of that in reserve)

Intelligence - Sticky Notes
Ability to show important messages when travelling (e.g. below new messages popping up, and lock them in place there)

Intelligence - Archive
Ability to put certain updates into an archive

Intelligence - Sorting
Ability to sort and pull up intelligence items for a specific system (and archive them once dealt with)

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