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Author Topic: Tweaking the hull restoration cost  (Read 593 times)

Astarat

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Tweaking the hull restoration cost
« on: December 03, 2023, 03:10:55 AM »

Would it be possible to add a way to tweak the restoration cost of hulls independently of their base price? Would be useful for some of the more unique ships in the modiverse, making them extremely costly to restore but not too profitable to sell, for example.
« Last Edit: December 03, 2023, 03:32:59 AM by Astarat »
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Athenir

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Re: Tweaking the hull restoration cost
« Reply #1 on: December 05, 2023, 12:17:44 AM »

in my view hull restoration (the mechanic and to some extend the skill) should be limited by some factors, like:

- presence of a shipyard (heavy industry for frigates and destroyers, orbital works for cruisers and capitals)
- knowledge of the plans (you must either know the plans or be on a planet whose faction know the plans)
- if restoring on a foreign planet, the cost to borrow the shipyard and some knowledgable peoples would vary based on your relationship with the local faction.

in addition repair and maintenance cost would be double for ship whose plans you dont have, with the exception of ship that are personally piloted by one of your officer.

all those factors would make the restoration, maintenance and repair cost dependent of your action and choices during that game.

finding and salvaging a ship like a Champion or a Legion(XIV) would sound great but if you cant restore them or repair them easily the cost would be really high and that's probably why many other salvagers let it float there.
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Phenir

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Re: Tweaking the hull restoration cost
« Reply #2 on: December 05, 2023, 11:04:40 AM »

in addition repair and maintenance cost would be double for ship whose plans you dont have, with the exception of ship that are personally piloted by one of your officer.

That kind of came out of nowhere. What's the logic here?
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Athenir

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Re: Tweaking the hull restoration cost
« Reply #3 on: December 05, 2023, 12:51:09 PM »


i know doubling the cost may be harsh but trying to repair something when you dont know "how" to do it would generaly result in an increased cost as you do "trial and error" before finally getting it fixed.

that is why not having the plans is from my point of view a restrictive measure on the fleet composition that is totally "in lore" as factions didnt deploy ships if they dont have the plans. (cannot produce them so it's not economically viable).

it give incentive in looking for blueprint, even buying blueprint location from pirates.

on the other hand it make some fleet composition less expensive than other, explaining why the many other fleets uses the cheap ships even if there are bigger ship floating around practically everywhere.

Finding an hyperion sound great but if you double the mainteance of a high maintenance ship it become such a big money sink that it's effectiveness would hardly compensate the cost.

the exception i made to the cost increase being based on the officer would be to give the option to still have some ship without plans in your fleet without having them impacting the fleet economy that much, but their numbers would be limited to the amount of officer you have at the moment.

that create a dilema as the officer could be better on a ship whose plan is known, but fielding a ship without plans and without officer woud hurt your economy more, so the dilema would be between "efficiency in battle" or "efficient economy".

in other word it's a balancing feature i made up to make the game challenging. in late game the challenge would be reduced as you would have looted a lot of plans, but at the early game even an Enforcer could cost you a lot to maintain as you start without it's plan.
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Phenir

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Re: Tweaking the hull restoration cost
« Reply #4 on: December 05, 2023, 02:25:19 PM »

I mean why would the maintenance cost double. That's just very punishing for early game which is already the hardest part for new players.
« Last Edit: December 05, 2023, 02:30:15 PM by Phenir »
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