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Author Topic: Overhaul colony-related Industry skills  (Read 608 times)

nathan67003

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Overhaul colony-related Industry skills
« on: December 13, 2023, 01:24:21 PM »

As of now, there aren't really any viable reasons to take them. An Alpha core will always (unless you can't handle the interest of fleets loaded with fuel, in which case you probably don't need the skill anyway) be a better choice, systematically. Because of this, they're more like skill point sinks than anything else at this point, unfortunately.

Maybe making them either more situational (if X then Y bonus) or universal (players' skills apply to all colonies regardless of governance) would make them worthwhile again, but at time of writing I can't see any reason I'd ever invest in those skills apart from having skill points I don't want to spend anywhere else.
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I have some ideas but can't sprite worth a damn and the ideas imply really involved stuff which I've no clue how to even tackle.

Megas

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Re: Overhaul colony-related Industry skills
« Reply #1 on: December 14, 2023, 07:26:45 AM »

There is only one colony skill, Industrial Planning.  Since NPCs also use Industrial Planning, it is useful mostly for them.  For the player, it is only useful if he avoids alpha admins.  50% more production is convenient, but not useful when player does not need to build more ships.

Unless I want to colonize the entire sector, I avoid AI cores, and I really like the +1 to commodities since three admins are not enough, plus I cannot afford IP admins until late game (upkeep is too high when I have few small colonies).

I agree that the current way is not very satisfactory.

P.S.  There is the one idea from Kai in the topic about the latest blog of raising max CR on tier 3 Industry skills (which includes IP) since Hull Restoration will lose its max CR bonus for cheaper deployment ala Support Doctrine/Derelict Ops.  It would be nice if more Industry skills started giving combat bonuses.
« Last Edit: December 14, 2023, 07:33:38 AM by Megas »
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