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Author Topic: Approach: Colony Skills without Skill Points/No Colony Skills from Aptitudes  (Read 577 times)

SonnaBanana

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Colony Skills are acquired through Items, Quests or are bought with Credits after player establishes their factions.
In this approach, no skill in the four aptitudes will affect colonies in anyway. Industrial Planning is replaced with something else.
« Last Edit: September 11, 2022, 04:21:44 AM by SonnaBanana »
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Oni

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Colony Skills are acquired through Items, Quests or are bought with Credits after player establishes their factions.
In this approach, no skill in the four aptitudes will affect colonies in anyway. Industrial Planning is replaced with something else.
Personally I'd rather have the Administrators get expanded skills, and more of them with higher levels. Mostly because they're supposed to be specialists at running a colony, the player is a fleet admiral. Them doing it seems more like a temporary emergency measure because there's no one else.
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Megas

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I would not want Industrial Planning replaced or removed from the game unless baseline commodity production is raised by one or baseline demand lowered by one across the board.

With current commodity demand and production (especially when trying to meet demand for Military Bases or anything with 10 demand), I consider admin with Industrial Planning (either player or NPC) the baseline.  Anything without IP is deficient and under par.

Player having Industrial Planning also has that extra production limit, which feels like a bonus.  But with the commodity part of the skill, the demand for some critical buildings seems calibrated for the player having every last bonus.
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Rusty Edge

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I've always wondered why
Spoiler
Human administrators are 100% loyal and uncorruptable,
Spoiler
while only A.I. Administrators have a chance of mutiny
[close]
it would add a lot of flavor to give administrators more special skills. With varying levels of loyalty and effectiveness. The game could have a soft cap for number of player controlled adminstrators, with the caveat that more administrators increase the chances for money siphoning, industrial sabotage, religious reformation, civil wars, ect.
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Serenitis

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I would not want Industrial Planning replaced or removed from the game unless baseline commodity production is raised by one or baseline demand lowered by one across the board.
You wouldn't need to do either if you went down the expanded skills route.
Keep IP as-is for the player and alphas.
Every other admin in the game gets an array of 'lesser' skills that only boost either a single resource or a single industry.

This has the added bonus of being able to include all colony stats, and maybe some spicy tradeoffs.
Like a less than reputable skill that gives a good boost to something but takes a bite out of stability or income.
Or military/militia skills that boost fleet size/count, or defences.

Dozens of potential skills, hundreds of potential combinations.
If you really wanted, you could even include a leveling system for admins that gain them skills based on the kind of colony they're running / what buildings are present / what things are active etc.
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Oni

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I would not want Industrial Planning replaced or removed from the game unless baseline commodity production is raised by one or baseline demand lowered by one across the board...
I would prefer to see it absorbed into another skill, or having fleet benefits added to it so you'd have a reason to pick it beyond the colony aspect.

As I said, I feel that the Administrators should vastly be the superior choice for running a colony and doing it yourself is the "you don't have anyone else" choice.

Edit: Actually, on thinking about it, something that would make it a skill worth taking on its own would be if it increased the production of all your colonies by +1. Regardless of who was managing it. That way if you had a professional Administrator who themselves had the 'Industrial Planning' skill, it would stack with yours to give the colony +2.
« Last Edit: September 17, 2022, 08:34:29 AM by Oni »
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