I'm wondering is there anything related to Doom-class in 0.95? beside Tweaked Mine Strike ship system AI.
Hmm, nothing else that I can think of.
Being able to create a colony, build an industy, and then drop an item on it & instantly outcompete most of the sector for production feels like far more of an issue than a number not changing tbh.
Industry items are a flat bonus, which is disproportionately good early on.
Maybe it might be worth considering scaling the industry items boosts with the output of said industry?
Ah - I like the idea that you can find a pre-Collapse item of some sort, make a colony, and get a significant return on that right away. So this aspect of it is very much what's intended, though I don't think you'd be universally out-competing the Sector just off that alone. It might be ok with some amount of scaling, too - though that sort of thing would need to be on a per-item basis, probably - but I'm not sure that it's really necessary.
Anyways I forgot to ask one more thing. Will we get new ships in the simulator to test against? I know this is super minor and not important as the rest but it's nice to have a wider array of opponents you can test your build versus. Also please add the new combat ships to the random mission, thanks.
I *think* that's on my list of items to look at. One thing I half want to do is have the sim opponents be unlocked (and have that carry over across playthroughs), but that's more of a thing than just adding some, so... hm. I don't want to just load the sim opponents list with everything, you know? It's already got a ton of stuff in it.
And re: random mission - I'll see if I can have a look as well.
Pointing out this inconsistency between colony size and core elimination has two solutions...
I'm not so sure that "it's way harder to create something than to destroy it" is an actual inconsistency!
That said, just in general, the backstory is non-specific/vague enough that one could come up with plausible reasons for anything to make (or not make) sense. It just depends on the assumptions you make.
I wonder of a habitable planet will be required to use a forge (for unavoidable pollution), or if forge can be used anywhere and pollute only habitables.
At the moment, it's the latter.
Reserve Deployment:
- Now adds 1/2/3 fighters above max wing size and affects bombers as well
Can you clarify what this means? Is it 1/2/3 for ship sizes (destroyer/cruiser/capital ships), or maybe wing size (1-2/3-4/5-6), or something else entirely?
Ah - yeah, it's based on wing size. 3 or less: +1, 4 or 5: +2, 6: +3.
Did it become much easier for players to gain reputation? If so, will we get more options to spend reputation for more goodies?
Hmm? I'm a bit confused as to where the question is coming from.
I suppose it's easier to get reputation just due to the contact mechanics and having more missions available. "Spending" reputation generally isn't a thing and the system isn't set up to use this as a currency (though of course it might come into play occasionally).
Since the player can't directly control Automated Ships....... will there be a hullmod to allow it?
I think that's come up earlier in this thread; the short version is "no"