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Author Topic: New perk/skill: experimental shipwriting  (Read 780 times)

hydremajor

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New perk/skill: experimental shipwriting
« on: October 01, 2021, 06:53:25 AM »

Ability to turn D-mods into built in mods depending on the D-mods on the ship
each D-mod may have multiple candidates for replacement as long as it involves a similar part of the ship

For example, Compromised Hull changes to Reinforced Bulkheads

another example is

Degraded Engines converts to Auxiliary Thrusters, Augmented Drive Field or Insulated Engine Assembly and you only get one of thoses

adds a bit of "high roller" playstyle where using junkers is a game of luck that can turn a junker into a ship capable of rivalling dedicated warships

at the same time poses a possible problem wherein certain mods you do not want on this ship may be added as part of RNG

objective of this making players using this playstyle to "endure" using "suboptimal" hullmods while also providing a very real chance to make a ship into an absolute powerhouse regardless of tech level or intended purpose
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Megas

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Re: New perk/skill: experimental shipwriting
« Reply #1 on: October 01, 2021, 08:46:42 AM »

You can do this already in a way.  Remove d-mods, then s-mod its opposite in up to the s-mod limit.  Or do you want it to automatically s-mod hullmods in after repairs for free?  That would be a way to break the two s-mod limit, not to mention getting effective story points for free.
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hydremajor

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Re: New perk/skill: experimental shipwriting
« Reply #2 on: October 01, 2021, 09:15:12 AM »

I'm saying it would be FUN

Are you saying it WOULDN'T be ?

Or are you saying that running the risk of having "useless" hullmods (don't tell me Insulated Engine Assembly is "useful") forced on your ships permanantly for the potential reward of otherwise impossible ship setups wouldn't be thrilling and POTENTIALLY give a new unsuspected use for certain hullmods ?

just imagine a buffalo getting a free built in Converted Hangar that you can then reasonnably complement with a Expanded Deck Crew, sure the ship is jank as can be but now its taken on a weird life of its own....
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Megas

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Re: New perk/skill: experimental shipwriting
« Reply #3 on: October 01, 2021, 10:04:29 AM »

It could be fun, but it would be overpowered, with it breaking s-mod limits and giving story points equivalent for free.

Humoring your idea, instead of adding a new skill or perk, that perk could be activated if player got both top-tier industry skills, Field Repairs/Hull Restoration and Derelict Contingent.  A way to make Derelict Contingent useful if player got Hull Restoration that erase d-mods (over time) Derelict Contingent needs to have a point.
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hydremajor

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Re: New perk/skill: experimental shipwriting
« Reply #4 on: October 01, 2021, 10:08:43 AM »

so what....Bonus skills obtained by having full sets ?
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Oni

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Re: New perk/skill: experimental shipwriting
« Reply #5 on: October 06, 2021, 04:30:43 AM »

.... instead of adding a new skill or perk, that perk could be activated if player got both top-tier industry skills, Field Repairs/Hull Restoration and Derelict Contingent.  A way to make Derelict Contingent useful if player got Hull Restoration that erase d-mods (over time) Derelict Contingent needs to have a point.
Skill Synergies?  ???
As in getting bonus value out of a pair of skills because you went to the trouble of getting both... you know I bet you could apply that to more than just those two, not even to ones in the same tree if you can think of a thematic reason for it. Heck, this idea probably deserves it's own thread.
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