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Author Topic: Throwing s-points at d-mods  (Read 596 times)

Pathman

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Throwing s-points at d-mods
« on: June 03, 2023, 01:10:09 AM »

This suggestion is mostly inspired by the new ships that cannot under any circumstances have their d-mods removed, but it would also be quite a quality of life improvement for those, who like me, are liable to savescum when trying to assemble their derelict contingent powered fleet even in other circumstances.

I suggest adding an option in the refit menu, that would allow you to reshuffle d-mods; The flavor text could then say something about compensating for defects/battle damage (i’m sure there are better words for that though).

I don’t really have a solid feel for how important the flavor/balance value, of the current randomness of d-mods, is (even though i really like the concept and how it makes the ships feel damaged), but for me the compulsion to maximize my d-modded ships, might occasionally take away from the enjoyment of the game without me really noticing at the time.

It could cost just one story point, It could cost one per d-mod or it could cost other things, possibly on top of the story points,, but i think the idea is worth at least considering.

Before ending up with this suggestion I also thought of the possibilities of just removing d-mods with s-points or  “building-in” d-mods for either the same effect as rugged constructio, or some extra dp, but the latter one sounded potentially way less balanced.
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Gift-of-Life

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Re: Throwing s-points at d-mods
« Reply #1 on: June 09, 2023, 02:58:46 PM »

I don't know if your playing with a skill load out for your captain that's specific. The last row of skills offers an option to remove D mods. They are removed over time. Unless your asking to keep your D mods permanently?
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Zsar

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Re: Throwing s-points at d-mods
« Reply #2 on: June 09, 2023, 03:03:57 PM »

"This suggestion is mostly inspired by the new ships that cannot under any circumstances have their d-mods removed [...]"

... I have not yet seen them for myself, but several other people have reported that these permanent d-mods are a thing. Presumably the OP has encountered them, if they feel dissatisfied with how that encounter played out.
« Last Edit: June 09, 2023, 03:05:46 PM by Zsar »
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Wyvern

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Re: Throwing s-points at d-mods
« Reply #3 on: June 09, 2023, 03:08:50 PM »

Hm... I think I like better the notion of being able to 'integrate' specific d-mods, if you get one(s) you want to keep. This could use the same interface as s-mods, and integrating a d-mod would then presumably cost a story point (but give back 100% bonus XP).

And then an integrated d-mod would simply not be able to be removed by any means. So if you're trying to get specific mods for a derelict operations fleet, you integrate the ones you want, restore to clear out the rest, and try again.

And the new special ships, instead of being locked out from repairing any d-mods, ever, would simply have their specific starting d-mods 'integrated', making it possible to use the things without having to reload fights where they get themselves disabled due to being super-reckless AI ships.
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Aeson

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Re: Throwing s-points at d-mods
« Reply #4 on: June 09, 2023, 04:18:06 PM »

"This suggestion is mostly inspired by the new ships that cannot under any circumstances have their d-mods removed [...]"

... I have not yet seen them for myself, but several other people have reported that these permanent d-mods are a thing. Presumably the OP has encountered them, if they feel dissatisfied with how that encounter played out.
I've been dragging an Executor that I found abandoned in hyperspace just outside Sindria around for quite a while - long enough that I've explored and fully surveyed approximately three quarters of the sector with it in the fleet and have seen the Hull Restoration skill remove every d-mod from every other ship in my fleet and fully restore even heavily d-modded recovered vessels several times already - and it still hasn't lost its 'Special Modifications' d-mod, so I'd be reasonably confident in asserting that that one, at least, cannot be removed by the Hull Restoration skill.

Haven't tried paying to remove it yet so I can't personally speak to whether or not that can be done; I keep thinking I want to replace my Executor with something else, and I'd rather not drop around three quarters of a million credits on a ship I'm not sure I want to keep.
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Wyvern

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Re: Throwing s-points at d-mods
« Reply #5 on: June 09, 2023, 04:23:49 PM »

The Hull Restoration skill, specifically, will not remove d-mods that are part of the ship's base configuration; this includes Special Modifications on the new Lion's Guard ships, as well as Ill-Advised Modifications on Pather ships.

However, both of those examples can still be removed by paying for a full restoration of the ship at a shipyard.
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Gothars

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Re: Throwing s-points at d-mods
« Reply #6 on: June 09, 2023, 04:34:28 PM »

Hm... I think I like better the notion of being able to 'integrate' specific d-mods, if you get one(s) you want to keep. This could use the same interface as s-mods, and integrating a d-mod would then presumably cost a story point (but give back 100% bonus XP).

Oh, that would be rather nice addition to a junker playstile - own your faults! I think they should get better when integrated, though. Either by increasing their logistic bonus further, or, better, by getting unique integration bonuses like s-mods. Like, degraded life support could decrease crew causalities because everybody runs around with a personal breather anyway. Erratic fuel injector leads to the ship storing more fuel, degraded shields can be raised faster, degraded sensors can be plastered over with more armor, that sort of thing.
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Zsar

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Re: Throwing s-points at d-mods
« Reply #7 on: June 09, 2023, 04:40:47 PM »

I must admit I am quite surprised that I like this quite a lot.

Not a fan of Story Points bending physics to begin with, but presuming they are here to stay, giving D-mods the same treatment as "underwhelming" normal mods seems certainly sensible and also eases the D-mod lottery grind currently associated with Derelict Operations in an Ironman-friendly way.
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