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Author Topic: New feature idea: Non-weapon equipment slots on ships?  (Read 751 times)

Kos135

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New feature idea: Non-weapon equipment slots on ships?
« on: November 03, 2023, 04:42:40 PM »

This idea has probably been floated before, but imagine this:

You can equip modules related to armor/hull, shields, engines, etc in the same way we currently equip weapons. Each ship has certain slots, of certain varieties, in certain locations. The modules drop as loot, get sold at stations, and are produced at colonies with heavy industry just as weapons are.

But this would require a total rebalancing of the fleet meta. Imagine for example, a XIV Onslaught that's completely armor-maxxed. Heavy Armor, s-modded Shield Shunt, lvl 6/elite 4 officer, plus all of the armor modules it can fit that increase its armor value. It would become invincible.

Would this new feature add to the game by giving us more options, or would it just make things too complicated? Would it create a static meta where certain ships like the aforementioned XIV Onslaught totally dominate everything else?  What do you guys think?
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Excretusmaximus

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Re: New feature idea: Non-weapon equipment slots on ships?
« Reply #1 on: November 03, 2023, 07:04:08 PM »

It would become invincible.

Believe it or not, enabling God Mode in most games is not beneficial, and the novelty of it wears thin pretty quickly.
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TheLaughingDead

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Re: New feature idea: Non-weapon equipment slots on ships?
« Reply #2 on: November 03, 2023, 09:06:06 PM »

It would become invincible.
Believe it or not, enabling God Mode in most games is not beneficial, and the novelty of it wears thin pretty quickly.
I think he was employing hyperbole.

This idea has probably been floated before, but imagine this:

You can equip modules related to armor/hull, shields, engines, etc in the same way we currently equip weapons. Each ship has certain slots, of certain varieties, in certain locations. The modules drop as loot, get sold at stations, and are produced at colonies with heavy industry just as weapons are.

But this would require a total rebalancing of the fleet meta. Imagine for example, a XIV Onslaught that's completely armor-maxxed. Heavy Armor, s-modded Shield Shunt, lvl 6/elite 4 officer, plus all of the armor modules it can fit that increase its armor value. It would become invincible.

Would this new feature add to the game by giving us more options, or would it just make things too complicated? Would it create a static meta where certain ships like the aforementioned XIV Onslaught totally dominate everything else?  What do you guys think?
I think this is (sort of) accomplished with hullmods. The difference is, hullmods are much less selective (most ships can use most hullmods), when you buy one you can use it for any amount of ships, hullmods can't stack, but you can have as many as a ship's OP allows. But despite these changes, ultimately the modules you bring up and hullmods as they exist now serve to do the same thing in different ways, by adding that extra layer of customization and flexibility in ship loadouts.

I don't think it would be a great idea to have both; it would just be too complicated and have systems that are too similar without being the same. If it were to be changed, I think adjusting the hullmod system to fill that role is probably better than adding an entirely new system late in development anyway.  But yeah, I could imagine an alternate universe where the game was developed such that there is a limit to the number of hullmods a ship can use (maybe even based on the type of ship), and the interface to install them is just like with weapons, and you buy them in a shop, etc.
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Nuuki

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Re: New feature idea: Non-weapon equipment slots on ships?
« Reply #3 on: November 04, 2023, 12:29:14 PM »

Quote
You can equip modules related to armor/hull, shields, engines, etc in the same way we currently equip weapons. Each ship has certain slots, of certain varieties, in certain locations. The modules drop as loot, get sold at stations, and are produced at colonies with heavy industry just as weapons are.
Sounds fun, but also fundamentally going against vanilla IMO. It'd be interesting to see if it's possible to mod in "weapons" that could raise your shields, sensor ranges etc. I doubt you could do that, but if you could that would be a really interesting mod
It would become invincible.

Believe it or not, enabling God Mode in most games is not beneficial, and the novelty of it wears thin pretty quickly.
* Nuuki seethes in monitor
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Brainwright

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Re: New feature idea: Non-weapon equipment slots on ships?
« Reply #4 on: November 04, 2023, 02:17:02 PM »

The primary issue with this is the balance of weapons, hullmods, and flux is already pretty tight, and this just adds more restrictive hullmods.

So I see no point.
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