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Author Topic: Suggestions regarding colonies, system proc-gen and planetary conditions  (Read 920 times)

Clockwork Owl

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* Minimum planets per system
Too many systems have one star, one jump point and nothing else(occasionally ring or asteroid belt). You'd find a derelict if you're lucky but otherwise not really interesting. Minimum of 3 planets and high probability of at least one moon would make for more interesting systems.
Personally i'd like it if every system had some interesting feature, be it high planet count, habitable or otherwise valuable planet, many derelict ships, ruins or [REDACTED] presence.

* More secondary effects on hazard conditions
Low Gravity makes interesting choice thanks to that sweet +10% accessibility.
Another good example would be Water-Covered Surface since it has 25% hazard rating but enables construction of Hydroponics which has twice the food production(not sure if it is bug, but that's besides the point).
I'd like to see more hazard conditions having benefits, either directly(by giving boost to production/other stats) or indirectly(by enabling construction of certain industries). If nothing else, you can boost planetary defense because if it's inhospitable to you, it certainly would be to your enemies too.

* Planet Size
For now planet size is definitely a thing but affects only two things: survey cost and whether the planet has Low Gravity/High Gravity. Some advantage could be given based on planet size 1) since having more landmass would definitely give some sort of benefit and 2) big planets are penalized by High Gravity without any benefit. Number of industries or non-hazard planetary conditions comes to mind.
On a related note, High Gravity could be 25% hazard and gas giant/ice giants can get Extreme Gravity(50% hazard, -20% accessibility) or something.

* Proper colony threats
Once you lay down three colonies in a system and all of them have Star Fortress and High Command, none of the expeditions or pirate raids pose a real threat. Either they should scale accordingly(after all, who sends a force that is certain to be defeated?) or player should have some limitation on space force in their systems.

* Pirate raid behavior
Now all the raid forces are spawned from single base and sometimes it happens when the player is in the same system, meaning suddenly, without warning, they have a massive mob of murderballs to deal with(or more likely, run away from).
Instead, make multiple bases participate in a raid, with reasonable amount of forces per base. The fleets would gather in a point, likely one of the bases or uninhabited systems near the target, then once in sufficient numbers they would travel towards the target to begin raiding(or failing that, disband).
In this case, there are multiple piece of information player can obtain: raid target, rendezvous point, participating pirate bases. You could make it so that player automatically know only about raid target and need to find out the rest by other means. If the player can catch some of the fleets on the way to rendezvous point, they can weaken the raid force without having to face massive death fleet at once.
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