Important question...
Will there be a Champion (XIV)?
Hmm. I don't know! There isn't one right now, at least.
On a more serious note, will there be an improvement to the Codex such as search functions literally anytime in the future? After a couple mods, the Codex is not enough and it leaves a bit to be desired. Of course, the ability to see fighter weapon stats and compare between weapons in refit is great.
The Codex is super old and needs a going-over; exactly what that'll entail, I can't say, but, yeah, it just needs work.
"Moving Slowly" -- How about Tactical Speed, Cruising Speed, or Thrusters Only for a name?
Hmm - it's currently just presented as "slow-moving" in tooltip descriptions etc. I guess I could see changing it to something "cool", but, well, we'll see.
Brawler:
Changed ship system to Maneuvering Jets (was: Damper Field)
Increased shield arc to 270 (was: 150)
Increased supply cost to 6 (was: 4)
Increased flux dissipation and capacity (200 -> 250, 2500 -> 3000)
That is a pretty big supply cost increase. How does this work for the Brawler Variants?
I'm not sure what you mean. Ahh - do you mean the Pather variants? They're just, well, more expensive. I don't think this really changes much, and they're frankly quite scary at times, so it might not be unwarranted.
Onslaught:
Reduced arc of side-facing large turrets
Added built-in Heavy Ballistics Integration
How much is this? Can you still overlap one of the side facing larger turrets with the front?
They overlap a lot. The reduction is small, just enough so they don't try (and fail) to fire at stuff in front of the ship.
Light Needler: reduced OP cost to 7 (was: 9)
That is a pretty big buff. The LN was already one of the better small ballistics due to its burst and accuracy. It had the same DPS/OP as the HN (though -100 range) and the HN was one of the better medium ballistics. Do the OP changes to light AC really make up for it?
It's more about balancing the LN with the railgun.
IR Pulse Laser: reduced flux cost per shot to 40 (was: 50)
Those are some pretty big changes to small ballistic weapons. -1 OP for a light AC can be translated pretty cleanly to another capacitor or distributor. Does 25% less flux on IR pulse compensate?
Hmm - those are not related; both changes compensate for the weapons being sub-par, but the changes aren't related to each other. The IR pulse laser change may be more impactful than 1 OP, though, since it's, what - 30 flux/second less after the change?
Added unique capital-class ship that can be acquired by the player. Good luck.
Good luck? Good luck?
I mean, you will need it
Kinda sad about it. I agree, it felt silly to get such big colonies so quickly, but with this limit you will get to the max level even faster. Also, having all colonies limited to the same size feels a bit, i don't know, immersion breaking? You'd expect some planets to be population centers with high cap, while others to be limited to lower cap due to conditions and infrastructure (or lack thereof).
In example - planet doesn't automatically upgrade to the next level, and you have to "upgrade" infrastructure, rising the cap. Maybe make first X upgrades cost progressive amount of credits, and after a certain point require special items (similar to nanoforge), AI cores and story points. That would make colonies more diverse and defined by player choice, instead of every single colony having same population and industry limit.
Anyway, thanks for great work!
The way it works out IIRC is a colony has a natural size limit based on its hazard rating; I forget the details right now but it's something like more of a growth penalty from hazard at higher sizes. And then you can overcome it by paying a monthly premium (i.e. toggling on "Hazard Pay"), which is roughly analogous to what you're saying. And while you technically could go to 6 in ever case, you might not necessarily want to, if, say, your mining colony is already providing enough thanks to improvements, special items, and so on - the extra +1 from size might not be worth the investment.
Also, IIRC getting to level 6 will be slower than getting to level 6 is now, especially with growth incentives being replaced by hazard pay.
And I suspect that without a reduction in OP the nerf to Deck Crews might be a bit harsh, and just lead to dropping it altogether (which is fine with me).
You may well be right; this is definitely a case where it's better to err on the side of over-nerfing, though. I suspect/hope it may be situationally useful, still, but we'll see.
Piloting REDACTED ships sounds like fun, too.
(Just to be clear, you can't pilot them yourself!)
Sure. Size is logarithmic and at some point the ability of immigration to produce new colonists is exhausted in favor of natural growth. Which is much slower. Size 6 is 1 million to 10 million and size 7 is 10 million to 100million.
Maybe you could make growth slow down to like 2% per year(or lower) but this effectively caps growth at size 7 since it would take 35 years to grow from 6 to 7 and 7 to 8.
Hmm - yeah, but then you know someone will feel forced to do it, and I don't want to have that on my conscience