Prelude, what i think about the planet killer:So currently the planet killer can do three things (that i am aware of)
give you a bunch of money and reputation (sometimes +/- some other peoples reputation)
Give you exactly one story-point
Or grant you everlasting protection from the Path
Needless to say I personally feel the first two options (when not roleplaying) pale in comparison to the last one. The threat generated by the Path seems to scale quite quickly (at least when leaning heavily into the exploration/scavenging part of the game, where you usually find a whole bunch of cool effectful items).
Given that the game has repeatedly surpassed my expectations, I am hopeful that eventually giving super-nukes to extremists will have consequences and/or that such a powerful relic will eventually play a bigger role in the story.
My suggestion here and now boils down to adding a fourth option. Admittedly this option is
probably more inspired by my inability to rid myself of cool looking/unique items in games, rather than a need for a powerful alternative to eternal “friendship” with the space terrorists
The idea: A pk “launch” site/pk base:Someone has already suggested making the pk a colony item:
https://fractalsoftworks.com/forum/index.php?topic=26841.msg397550#msg397550My idea merely expands on that a little.
Taking inspiration from one of a kind buildings such as Andradas Lion’s Guard and the unique planetary shield blueprint from the red planet quest, I suggest adding a pk launch site.
I imagine such a building, limited to one at any given time, could spawn a phase fleet which, instead of patrolling, would “exercise” (perhaps with the transponder off), inspired by how the Lion’s Guard “parades”.
The building’s text would explain how it is essentially a bluff, how the day to day operation of the building is primarily focused on influencing media, politicians and other influential parts of existing factions, into at least cautious uncertainty regarding the usefulness of the inert bomb. It should probably also be stated in the text that the bluff wouldn’t work without the actual device.
Opening comms with the phased fleet should in contrast, perhaps give the feeling that the fleet officers don't know their constant “training” concerns a scary and expensive metal lump, but as I don’t trust myself to write ominous spacer-military jargon, I'll leave that in the open.
Like in the previous mentioned thread the effect (as an alternative to massive reduced hostile activity and annoying pather cells) could be reduced or removed expeditions from established factions (perhaps removed for the planet hosting the base and reduced for the rest).
A few other interactions:Installing an alpha-core should make it more efficient, but perhaps it should also be able to work in place of the actual planet killer (albeit at a reduced efficiency) as it would be able to keep up an informational illusion as to the whereabouts of the doomsday device (even if you sold it to someone else).
Also, the alpha core figuring out the codes could justify a questline of its own, as you scramble to prevent… whatever it is savant-AIs do with doomsday devices. (maybe resulting in you getting the codes?)
Aside from being gated behind finding the device and maybe spreading public knowledge abouts its existence (waltzing around asking everybody how much they’d pay for a doomsday device) perhaps it should be gated behind knowing a phase-ship blueprint of a certain size or just have its own blueprint.
Sorry for the long readI am not at all used to writing,
anything, on internet forums and while I am farily certain I haven't breached any of the formal rules, I just hope I have not breached any of the informal ones.
And if you read my entire text (or just skimmed the important parts), whatever you opinion may be, thank you!