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News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Author Topic: [0.95.1a-RC6] More Planetary Conditions 2.0.0 - SEMI-RELEASE  (Read 13342 times)

NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 2.0.0 - SEMI-RELEASE
« Reply #30 on: November 04, 2022, 06:36:12 AM »

Because I'm a little excited to make this next thing, but I'm too busy on MCTE, I want to lay down my plan for the next condition.

Name: Overgrown Nanoforge
Description: Pre-collapse, the domain kept tabs on all nanoforges and kept a domain engineer on hand, as well as, either officially or unofficially, a small projcetion of force to ensure it's proper use. Now there is no domain. And for one reason or another, the growth safeties of this nanoforge have been disabled. This might have been because of the aforementioned assigned engineer(s)'s desperation, ingenuity, or just stupidity, but one thing's for sure: This was no accident.
The fact it's still running with nobody around almost certainly is, though, as only someone insane would willingly induce a grey goo event on a planet. Right?

Effects: Creates a industry on the world that produces an absurd amount of pre-defined commodities. Ex. One that provides 10 fuel, 8 supplies, 7 metal, or some variation. As time progresses, structures will be built across the planet. Each of these structures will have a pair of randomized positive and negative effects. Ex. 1 that increase the fuel prodution by 2, but increases hazard rating by 25%. 1 that increases metal production by 3, but takes an industry slot. 1 that increases supply production by 2, but reduces stability by 1. 1 that increases all production by 3, but preiodically spawns a powerful derelict fleet that will attempt to satbomb the world into literal decivilization (this will also happen if you try to destroy this structure).

If no structure slots are available, it will try to destroy one of your own structures ad industries (pop and infrastructure lsat, as this will decivilize). You will get a intel notification warning you of this, and it can be prevented by deconstructing a junk structure.

The junk structures can be only be destroyed one at a time, and take credits to destroy, and the industry can only be destroyed once all the structures are gone. Destroying the industry awards you a overgrown nanoforge, that significantly increases heavy industry prodution, fleet size, production capacity, but obliterates ship quality.

The idea of this, is that it creates a sort of... like, bonsai tree. You're supposed to watch the planet and trim the excess branches (structures) that look bad (have effects you don't want). Sure, all the structures will have malices, but it's about minmaxing these malices to the benefits.
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Bastion.Systems

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Re: [0.95.1a-RC6] More Planetary Conditions 2.0.0 - SEMI-RELEASE
« Reply #31 on: November 05, 2022, 03:00:19 PM »

Very unique concept.

The planetary satellites should probably be scaled down in size as right now these kinda almost look like a ring world. 
« Last Edit: November 05, 2022, 03:01:55 PM by Bastion.Systems »
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Dadada

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Re: [0.95.1a-RC6] More Planetary Conditions 2.0.0 - SEMI-RELEASE
« Reply #32 on: November 05, 2022, 03:13:41 PM »

>The idea of this
Interesting. I am somewhat split on the micromanagement part.
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 2.0.0 - SEMI-RELEASE
« Reply #33 on: November 06, 2022, 01:39:48 PM »

Very unique concept.

The planetary satellites should probably be scaled down in size as right now these kinda almost look like a ring world.

They honestly aren't that big. They're the same size as they are relative to how they are in combat.

And they only are in that tight of a formation because of the condition's text. Read it; it shows there's a actually absurd amount of them in orbit. This is only a abstract representation of that.
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