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Starsector 0.98a is out! (03/27/25)

Author Topic: Coronal Hypershunt should gate unique construction  (Read 2485 times)

landryraccoon

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Coronal Hypershunt should gate unique construction
« on: May 30, 2021, 04:09:08 PM »

Right now, coronal hypershunt can't have any meaningful impact on gameplay. The only thing it does is to allow an extra industry after the point in the game where money no longer matters to the player.

IMHO it would be a really compelling endgame reward if some sort of construction was gated by having a coronal hypershunt. For example, if destroying a certain endgame boss caused blueprints to drop, but those blueprints could only be built at heavy industry on a colony with an active coronal hypershunt, or something similar.

Or, to really tease it, have the blueprints drop randomly throughout the game with a big warning that they require a colony with an active hypershunt to be built.

That would make building the hypershunt actually a meaningful reward the player would want, rather than just an endgame roleplaying exercise.
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Sutopia

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Re: Coronal Hypershunt should gate unique construction
« Reply #1 on: May 30, 2021, 04:56:15 PM »

How about halving the gate travel cost after restoring one Hypeshunt?
It WAS the building used to power all the gates iirc.
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Ramiel

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Re: Coronal Hypershunt should gate unique construction
« Reply #2 on: May 30, 2021, 08:20:02 PM »

How about halving the gate travel cost after restoring one Hypeshunt?
It WAS the building used to power all the gates iirc.
This! This is what needs to be done! At the moment the Hypershunt is basically worthless after you defeat the VERY REDACTED, but with your suggestion, it actually becomes very interesting, add a need for plutonics, volatiles, metals or something, and it becomes that much more useful!
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Megas

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Re: Coronal Hypershunt should gate unique construction
« Reply #3 on: May 31, 2021, 05:30:38 AM »

Hopefully something that does not spawn a Pather cell that cannot be removed.
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KDR_11k

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Re: Coronal Hypershunt should gate unique construction
« Reply #4 on: May 31, 2021, 05:35:04 AM »

Hopefully something that does not spawn a Pather cell that cannot be removed.

Use the hypershunt to teleport a solar flare right into any Pather base attacking your colony :P
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Ad Astra

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Re: Coronal Hypershunt should gate unique construction
« Reply #5 on: May 31, 2021, 08:52:05 AM »

I think hypershunts are placeholders for something that will be more useful later on when the storyline is finished.
Meanwhile they are just there to get something to entertain yourself in the endgame, Taps were added as a tease and an excuse to fight the tesseracts, and you can interact with them and do that so that they aren't a disappointment I believe.

Later when we get Starsector 2: The Domain strikes back, taps will be used to open up the gate system again, and the Domain will try to take over your space opium farm and they will learn the error of their ways. Tell everything about your "Rightful claim" to my Hephaestus cannons you bunch of sorry little ***! (badass pose with cigar in mouth). Yeah, it's gonna be a bit Duke Nukem like that, the guys said that more space badassery was needed in order to get the attention of the mainstream payerbase.

Portraits will have big jugs (even inside spacesuits), or be 10 year old boys, so that the east asian market can be lulled over.
AI cores, spaceships, and even colonies will also be given ample cleavage, since apparently that's an industry standard that needs to be met.
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KDR_11k

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Re: Coronal Hypershunt should gate unique construction
« Reply #6 on: May 31, 2021, 02:11:16 PM »

I'd guess the shunts will receive easier boss fights to claim them, like the Cryosleepers, then their limited benefits will be more in line with the effort needed to use them. Though maybe it'd be better if you didn't need a relatively rare tap item since that just causes too many cases where you have the tap item but no shunt or a shunt but no tap. You don't need a rare drop to use a Cryosleeper, after all.
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