If we added more abilities down the line, there’d still be a problem, though. I’m considering whether to bring back the default keybindings of Q and W for the first two ability bars – it makes switching between them an absolute breeze. The problem with this was that some players would hit Q or W by accident, end up with an empty ability bar (especially fun during in the tutorial), and be confused. So the question is exactly how to handle this; the concept of switching bars needs to be introduced at some point.
I'd request just some extensions to the bar; additional slots that don't have a hot-key for them. There are a number of abilities that I'm perfectly fine with having to click; notably, anything that is both rarely used and deleterious if used at the wrong time (like, oh, interdiction pulse, for example.)
Similarly, at least one mod adds an ability that doesn't do anything - it's just there to provide information through its tooltip - and putting that in an extra non-keybound slot would work quite nicely.
Alternatively, adding a second row that gets keybound to, say, ctrl-#, would work well too.
But swapping between bars with q and e just really does not gel for me, personally; in old versions of starsector, unbinding those keys was always one of the first things I did.
And, finally, the player will have the ability to put a gate into a system of their choosing. To do this, they’ll need to [COMSEC REDACTED, AGENTS DISPATCHED].
Huzzah! This is very much appreciated; in current Starsector, I consider a gate existing in-system to be mandatory for colonizing; being able to put one in a system that otherwise has stuff I want will be much appreciated.
Actually, between that and the wormhole, that's
two systems I can connect to fast-travel even if they don't start out with a gate. Which is, honestly, plenty; I don't feel any great need for more than maybe three colonies total, and one of those is going to be Crocodile.
Maybe four, if I find a good planet in a system with a gate that's conveniently placed for tracking slipstreams and/or launching expeditions into a region my colonies are otherwise not near... but, well. That's a lot of maybes.