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46
General Discussion / Re: Salvage Guide?
« on: June 19, 2019, 12:36:11 PM »
Oh... In the blog posts Alex made it seem like scavenging and salvaging was a viable method of income.
I mean, you probably could make a living PRing as a scavenger, sneaking around, looking for battles and picking up what you can from debris fields, but certainly not on the level of doing missions.

47
General Discussion / Re: Salvage Guide?
« on: June 19, 2019, 11:03:13 AM »
Coming back to this game from a very long hiatus and I seen that salvaging is a thing now, something that one can make credits doing. I've done some basic salvaging as explained in the tutorial but I am wondering where to go from there. I am having trouble finding debris fields and ones that give good returns as well (I'm having a hard time breaking even on the fields that I do find). What does a salvage fleet look like as well? How important are salvage rigs? If anyone can point me in the right direction that'd be great! Thank You!

Salvaging isn't really a way to make money. It's a little bit of additional income because every battle leaves a debris field for you to salvage, but that's it.

48
General Discussion / Re: Credits limit to planets and starbases
« on: June 19, 2019, 08:39:10 AM »
It feels quite prone to exploit that you can sell on a regular (short) interval even to a backward colony for nearly a million worth of credits of anything you happen to find (trade goods but also pricey blueprints and proscribed stuff found in far systems).

If not mistaken, M&B had a limit on how much money a given merchant had? Most game do in fact, to prevent such exploit. If Alex can ponder and consider that perhaps it can do good to the game balance, a kind of dynamic reserve that resplenish over time... Having better relations can also perhaps boost this limit, there is a whole gameplay stuff to tap here!
Yeah, selling 500k worth of survey data to a lvl pirate station before destroying it feels weird.

49
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: June 18, 2019, 02:42:10 PM »
I wasn't implying that the player should ignore named personal bounties and just fly around doing system bounties, auto-resolving against every 6-frigate pirate fleet in the system.
The context seemed to imply like that's the solution to the reputation hit from expeditions.

Anyways, the point is that it feels like many on this forum seem to view colonies as after-game thing. Basically a "send endless waves of enemies at me" button. Which it pretty much is, currently, and I don't find that to be particularly enjoyable, especially since I don't view combat as the main attraction.

50
Suggestions / Re: Diplomacy, Plot Movers, Imperial Behaviors (long)
« on: June 18, 2019, 02:39:19 PM »
I fully agree that diplomacy and more non-player-driven change is what the game really needs, but I don't like the idea of there being a real plot. I'm cool with affecting the sector, but please don't force me to save the sector from the the remnants or aliens, or the dominion.

51
Yes. And "hostilities" should probably amount to some shifts of power at least some of the time.

52
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: June 18, 2019, 01:58:49 PM »
If the system is actually getting raided and there are big enough pirate fleets, you can make some decent money from system bounties. 1400 per frigate may not sound like much, but that's also 2800 per destroyer, 5600 per cruiser, and 11200 per capital (assuming each size class simply scales the bounty by *2). If it's mid-late game and the pirates are active enough in the system or still had some raiding parties there, you can make a pretty easy 50k+ without having to spend the usual amount of fuel to leave the core systems for "personal" bounties.

I wouldn't call those 50k+ "easy", i would call them tedious. It's time consuming and isn't very fun, just like squishing an annoying mosquito that found it's way into your bedroom is just a pure annoyance.


A thing that bothers me is all those people saying "just build high command on every colony as early as possible".
That's just taking away one of my precious industry slots
There is no alternative besides tediously babysitting your colony 24/7
It strikingly contradicts the description of it, which talks about projecting power across the sector or something along those lines.

I think many problems could be solved if you had more control over your faction's fleet. Even something simple like adding a dialogue option to make your faction's fleet follow you, or making it possible to concentrate fleets from multiple systems in one place.

Also, it feels really illogical that core factions have resources to throw fleet after fleet at your system that's just a few LY away from the core, but can't be bothered to claim those ultrarich planets adjacent to the core for themselves. They can't deal with pirate bases that directly attack their worlds and disrupt production for the better part of a year, but continuously throwing resources at the player? Yes, please!

I see people claim that the sector is supposed to be falling apart, and maybe it's written in the lore, but from the game it surely doesn't feel like it. Planets don't change hands, factions start and end wars every few months and never suffer any consequences.

I'm not sure if my ramblings are making much sense, so here's the TLDR:
The player is the only moving part of the world and I can't help but feel like that's wrong.

53
Choices are cool and all, but the game isn't about tediously saving the hegemony from 6dmod pirate junk that just keeps spawning indefinitely. A choice between saving the core and exploring the fringe isn't the one that should be in the game. If there was some kind of plot driven greater force, maybe, but not from *** pirates.

Though I haven't seen pirates decivilise anything in my playthrough so far and I'm past level 50 already, so I can't really vouch for validity of this choice being a thing.

Thought that's totally besides the topic of this thread.

54
General Discussion / Re: Nebula Mapping
« on: June 18, 2019, 03:36:22 AM »
Yeah, ability to add arbitrary notes as Intel would be really cool. Also ability to filter planets by planetary conditions.

55
Linux is a fickle, changing beast with a pretty small user base. Especially for games
That's a pretty outdated view of Linux.

56
Suggestions / Re: Frequently Made Suggestions
« on: June 14, 2019, 01:20:55 PM »
Does that quote about steam greenlight still stand, given that it was posted nearly seven years ago?

57
Yeah, exactly! I've thought about this quite a bit; making the actual colony "management" more involved really just makes it into a minigame, which I'm not a fan of. So anything where you can just do a good or a bad job of it and make the colony better/worse seems disconnected from the rest of the game.

You *could* have something where colony-level decisions make it better/worse at something (i.e. do you use a piece of prime real estate for Mining, or for Heavy Industry?) but you get a similar effect from using AI cores (at least while the alpha cores are limited) and just picking the industries in the first place.

(I'll say, it's certainly your prerogative to *want* that. I just wanted to mention that I did consider it and don't personally think it's a good direction to add more depth in, and would rather put that effort into other things, such as, say, more story-type content. Welcome to the forum, btw!)

As it is, it doesn't feels like you're involved with colonies at all. I wouldn't mind this "spend money and forget" type of deal if it was for something like establishing manufacturing complex on preexisting planet, or setting up fuel production complex in the atmosphere of a gas giant, or having a stake in asteroid mining operation, and was just a thing that brings you additional income. But when you're setting up a colony, create a faction, and are listed as the governor of the colony in the management screen, it just feels like you should be able do do more with it.

And as for the OP's inquiry, I am inclined to agree, population sizes and relation to number of industries doesn't really make alot of sense to me.
My ideal solution would be as follows:
Just like in Stellaris, you have certain amount of usable space on the planet, depending on it's size and conditions. That would decide how many industries you can build. And population would become something of a resource that you need to keep industries operating at full capacity. Titles can be allocated to either an industry/structure, or a habitat. So you would have to balance things out. To deter from just building every planet with some ideal proportion of infrastructure and industries there could be special features on titles, for example ore deposits, and planetary trait would affect how many titles have that feature, instead of giving abstract production bonus.

Come to think of it, I think my gripe is that I feel forced to establish colonies, just because I want a way to get exact ships and equipment I want. So if I could instead, say, visit an independent station with a shipyard and just give them a blueprint to build in exchange for money, maybe also deliver the materials needed, I wouldn't need to have a colony at all.

Though my point about colonies feeling too uninvolved would still stand if I had a way to build from blueprints without them.

58
I think colony management isn't management at all. All you do is pick 4 industries, fend off raids and wait for colony to increase in size.
And that kinda sucks. I'd much rather see something like stellaris's tile based planets.

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