Good day. I apologize in advance for using google translate. I will share my impressions and thoughts on the update.
To begin with, the update is long-awaited and amazing. I feel a couple of hundred more hours in the Starsector world. With a complete passage (so to speak), I had several questions and reasoning on their topic, I will try to state as they appear:
1 Quests - bounty hunting. There is not enough intermediate link between "a fleet of four rusty cans" and "a fleet of 10 conquerors and another 10 smaller ships, with officers on each vessel." A sharp leap, my personal fleet is not replenishing at such a rate.
2 The reward for pirate bases is very small. Here a simple comparison is suitable - one pirate base is equal in cost to research in a distant system of any planet or researching artifacts in a domain. But! To destroy a pirate base, you need to spend several orders of magnitude more credits and then pay more for repairs and supplies than to make a research fleet and calmly receive the same amount of credits.
3 Officers. Found a couple of level 7 officers in random locations - awesome! But! They cannot change their behavior model - I am ready to invest a couple of history points in them and even improve their skills, but there is no possibility. Although I am very glad that there are fewer problems with officers now - and the window for choosing skills is larger and it is now not so difficult to find them, given the possibility of retraining with history points.
4 Inhabited worlds (colonies for the player). How many did not play constantly have no luck with inhabited worlds that can be populated closer to the center of the map - there is all life (quests, shops, conflicts, etc.). And that's why I always populated Penelope (taking into account the terraforming fashion) - there are many planets - all colonies in one place at once - patrol fleets tear everything they see. And there are all stable points! Subject to a new subject (another industry if 10 light years away from a coronary shunt). Moreover, it is simply pointless to colonize very distant worlds - the level of accessibility is 0%. And the gates located nearby (active) do not give an increase of 100% - although it would seem logical.
5 Payment for colonies (costs for palnetary modifiers) at the initial stage is capable of ruining, but without this there is no increase in the colony. Those. to start building in this patch, you need to already have a good initial capital or look for a planet (or better just 4 or 6) that will not require a constant infusion of money. After the development of industries, this question disappears, but the initial stage must be lived through.
6 Attacks on colonies - the logic is this: "Your colony produces a lot of products (insert what you need), we are now going to ravage your colony, kill innocents and mock the population, you have the option to take a fair fight or pay money (using a history point). My officer on tactical operations, he says that patrol fleets will tear them to shreds (taking into account the item that was found in the ruins of the Domain) - so I calmly continue to explore the world and complete quests. The enemy fleet arrives and naturally dies ... and my reputation is lost. It%u2019s okay to go to a fair fight, lose in it and then reduce your reputation? Why did you fly in at all? We are not enemies at all, and not allies, relations are friendly, but flying to die and take away your reputation is strange.
7 Skill points - in this thread, it is already written that the skill points are not enough and why (it does not make sense to duplicate), in my personal opinion, for an extremely comfortable game, about 5 skill points are missing - exactly half of the skills may be in the player (just possible connect with the main quest - by the way, very interesting)
8 Galatia learned about the academy by accident! Maybe at least get an invitation from them or mention them in training.
9 Gate activation. Why does the gate use fuel? in this navrenye is the idea of %u200B%u200Ba gate so that without spending gigatons of fuel to move between large distances? Can a player's merchant fleets use a gate? It would be very convenient.
Also, on the map of flights through the gates, there are very few quest marks (for example, I flew to research or once again try my hand at a new enemy).
10 New (spoiler) enemies are just hell and vietnam! Cool! But! Why, for example, when we take Ziggurat away from it becomes much weaker than when we try to defeat him? I was hoping to cause hell for the pirates ... but it turned out the opposite.
11 I found domain mirrors in distant systems on two planets (for reflecting light or vice versa for focusing) - why can't you pick it up and take (tow) to your habitable system? Suppose they weigh a lot and it will be necessary to take several freighters to move them, or the speed of the fleet will be very limited. Or just colonize a lonely planet very far from the center of the map?
12 The more time passes in the game, the thicker and angrier the pirates - they corny will destroy everything inhabited.
13 Checking hegemony for the presence of AI cores - only two options - to patch, taking into account the waste of history points (very rare - only unicorns are less common) or destroy them (just make hegemony your enemies) - you can just pay without history points - albeit more expensive, but so much more options?
14 New items are awesome! Although the availability of new items makes you wonder where to build colonies - or in a world where there are a couple of suitable planets for human habitation or for work items. The same example for an increase in industries - it means find a world with a coronary bypass and no further than 10 light years look for a suitable place, which, according to the law of meanness, will be very far from the inhabited worlds, will have 0% availability and there will definitely not be a cryosliper nearby. By the way - why can't you tow the cryosleeper to your colony? Let it be long and expensive - but why not? Pain and suffering.
15 Neutrino detector - pain and suffering. Used only on a quest. His testimony is very strange.
16 Lobsters! How about lobsters! I did not find an object or planet where and how they can be grown - I saw only in the Ascona system.
Requests / questions not for the patch, but for the game as a whole:
1 Why is there no high-tech medium-sized aircraft carrier (astral large), tanker and cargo carrier? I love the design of the hi-tech fleet.
2 Garbage fields - can you make them disappear after collecting them? I constantly return to the already assembled ones (distracting, get ready to carry a few rigs with me).
3 How about an item or an autonomous fleet which in the player's colony (in the system where the player's colonies are) will remove nebulae by transforming their items. It's just not nice to lose acceleration due to clouds of fog, and so they will serve as an additional source of items and you can ennoble your colony.
4 How about the transfer of captured or newly built ships to the patrol - let it be useful there. And even more - how about creating an item that transforms the industry - a military base into an attacking outpost - that will automatically send a punitive fleet (possibly even represented by the player) to clean up the pirate base from which the pirate raid is taking place.
5 The limit on the size of the deployed fleet of 400 units is small. Can we go back to the previous 500, please.
6 The flashes from the explosion of ships and the transition from screen to screen are very inconvenient.