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General Discussion / Alex, give us something for New Year!
« on: December 31, 2023, 06:07:04 AM »
Not asking for the next build, even a teaser will do. Of course, the more the better.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Not enough ways to boost marines than the meatgrinder way, even fighters have two non-combat skills to boost them.And also having another skill boosting Marines, at least two skills should effect Marines.
Why two skills specifically?
Maybe unique terrian effects and fleets built to make use of them? I.E. armor regenerates due to being in a nanite cloud, or beams deal hardflux, soft flux can't dissipitate outside of venting or if shields are up, etc.Unique terrain is problematic for AI. But Star Fortresses should be able to provide fire support to engagements within a certain radius, even if they're aren't involved.
Alternatively, having to engage a fleet supporting a Star Fortress.
I was just reading that thread! In particular I like the suggestion here, I'll mull it over:In that case you might want to reduce demand needed for OFL and HS because they need other colony items just to be viable in the first place.
https://fractalsoftworks.com/forum/index.php?topic=27743.msg408764#msg408764
One thing I want to note, though, is that you're not meant to be guaranteed any of the drops, that's not a particular design goal. I think it's more interesting if you find *an* item and that helps shape your playthrough, rather than having a guaranteed one-of-everything so you can have an optimized setup that works in any campaign.