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Author Topic: Colony building that gives SP  (Read 1314 times)

SCC

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Colony building that gives SP
« on: February 26, 2024, 11:00:41 AM »

I think it would be neat, if there was a structure or an industry that created SPs for us idly. Call it something like "Information Bureau" or something. It would generate 1 SP, I don't know, every cycle? It would active once you defeat at least one crisis and increase in number the more crises you beat. This would make every crisis a good thing to defeat, even if you don't use AI cores, don't benefit from luddic majority or in other cases.

Sinigr

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Re: Colony building that gives SP
« Reply #1 on: February 26, 2024, 11:19:43 AM »

To gain SP easy you can hunt remnants.
« Last Edit: February 26, 2024, 11:54:26 AM by Sinigr »
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"officerMaxLevel":29,
"officerAIMax":36,
"maxOfficersInAIFleet":36
"tier1StationOfficerLevel":29,
"tier2StationOfficerLevel":29,
"tier3StationOfficerLevel":29,
Try to hunt it! ;)
https://i.imgur.com/gXIAgGy.png

Mishrak

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Re: Colony building that gives SP
« Reply #2 on: February 26, 2024, 12:35:56 PM »

A passive way to generate SP in the very very end game would be really useful and makes sense in this context.  I would add that you could only have one across all colonies.  Heck, it could even be a rare Colony Item that you install on something.
« Last Edit: February 26, 2024, 12:37:27 PM by Mishrak »
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Nettle

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Re: Colony building that gives SP
« Reply #3 on: February 26, 2024, 12:54:02 PM »

You all have crippling addiction to green juice, and that's not okay. On a more serious note, as you add more ways to generate or preserve SPs, the further they stray from the original design vision of being a very limited type of currency that allows you to occasionally, quote, "do things that would be overpowered or game-breaking if the player could just do them whenever, or even at a regular resource cost."
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Grievous69

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Re: Colony building that gives SP
« Reply #4 on: February 26, 2024, 12:58:28 PM »

You all have crippling addiction to green juice, and that's not okay. On a more serious note, as you add more ways to generate or preserve SPs, the further they stray from the original design vision of being a very limited type of currency that allows you to occasionally, quote, "do things that would be overpowered or game-breaking if the player could just do them whenever, or even at a regular resource cost."
Yeah but at the same time that special resource is used to mentor officers, get elite skills (for both yourself and officers), build-in s-mods and so on. These are the things that every player will use in a run, so it's not like you're doing impossible things all the time. I focus on my fleet so much I only leave a single SP in case I get ambushed by something crazy.
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Please don't take me too seriously.

Nettle

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Re: Colony building that gives SP
« Reply #5 on: February 26, 2024, 01:13:22 PM »

Yeah but at the same time that special resource is used to mentor officers, get elite skills (for both yourself and officers), build-in s-mods and so on. These are the things that every player will use in a run, so it's not like you're doing impossible things all the time. I focus on my fleet so much I only leave a single SP in case I get ambushed by something crazy.

So the way I understand it, any SP investments of this sort are not supposed to be the bare minimum requirement to get the better of in-game challenges, but rather, occasionally give the player an edge. But if SPs are just made into second regular currency, all these 'special' use cases will become a base requirement. Although maybe this is already the case, and I'm out here fighting windmills, looking silly.
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Megas

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Re: Colony building that gives SP
« Reply #6 on: February 26, 2024, 01:15:33 PM »

I do not consider spending SP for the fleet overpowered.  If anything, it is keeping up with superior opponents like Ordos or elite (merc or crises) human fleets loaded with s-mods.

SP may have been advertised for doing special things, but in practice, they ended up as another mundane currency like credits, but harder to grind for.  The actual story stuff that can be done with story events are uncommon one-offs and give back +100% xp.  Also, the historian's history tag gets flooded with a bunch of upgrades.  Actual accomplishments get lost among the sea of upgrades.

As for the OP, just use credits as an alternative way for character and fleet upgrades.
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Serenitis

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Re: Colony building that gives SP
« Reply #7 on: February 26, 2024, 01:20:57 PM »

You wouldn't nesessarily need to do anything special on the player-facing side to do this.
The Historian log already tracks when you found colonies, so all you need from that is the date you started your oldest colony.
Then as soon as the colony becomes permanent (aka, size 5) every year on that day the population throws a little "we made it!" party - and you get a point.
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Mishrak

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Re: Colony building that gives SP
« Reply #8 on: February 26, 2024, 01:47:52 PM »

You wouldn't nesessarily need to do anything special on the player-facing side to do this.
The Historian log already tracks when you found colonies, so all you need from that is the date you started your oldest colony.
Then as soon as the colony becomes permanent (aka, size 5) every year on that day the population throws a little "we made it!" party - and you get a point.

Oldest colony is an interesting way to go about it.  I like that approach.
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SteelHeart

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Re: Colony building that gives SP
« Reply #9 on: February 29, 2024, 07:49:31 AM »

Industrial Evolution adds planetary wonders. Big and expensive things that give a bit of stability and grant a story point on completion. Why not add a few to the base game?
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majk

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Re: Colony building that gives SP
« Reply #10 on: February 29, 2024, 09:17:44 AM »

SP generation from colonies sounds legit.
All colony threats are currently spamming green boosted ships out of thin air, being able to generate SP when you have a colony would be something to look forward to.
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Candypowers

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Re: Colony building that gives SP
« Reply #11 on: March 02, 2024, 05:16:59 AM »

I always wanted something like that or a way to spend a ludicrious amount of credits to purchase storypoints.
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Goumindong

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Re: Colony building that gives SP
« Reply #12 on: March 02, 2024, 04:38:12 PM »

At first I thought. “No, this is not great”. But then I think it’s fine

That being said I am not sure it should be a core game mechanic.

But a mod would be fairly easy to make I think. Add a building/industry that has some demand and makes story points. You could make it have a very high demand (something that isn’t possible to be fulfilled) so that you had to run it with an AI core or you needed to fill its demand with shipments sold to the market/waystation
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Megas

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Re: Colony building that gives SP
« Reply #13 on: March 02, 2024, 04:46:48 PM »

A passive way to generate SP in the very very end game would be really useful and makes sense in this context.  I would add that you could only have one across all colonies.  Heck, it could even be a rare Colony Item that you install on something.
How about the skill Industrial Planning giving that story point per month, but only if the player takes it himself.  It looks like most players outsource Industrial Planning to AI cores or human admins at least.  The current player-only benefit, +50% to production limit, might be convenient only once or twice per game, before endgame when player locks in his fleet.

You all have crippling addiction to green juice, and that's not okay.
Guilty as charged, and as long as the game stays much like it is, there is no shame in craving and drowning in the stuff.
« Last Edit: March 02, 2024, 04:52:02 PM by Megas »
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Goumindong

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Re: Colony building that gives SP
« Reply #14 on: March 02, 2024, 05:35:32 PM »

If it was skill based then you would presumably lose them (in the same way you lose them if you install them in a ship and then remove the 3 story point install skill) which would be… an issue.

And if you don’t remove them then spending time in the industry tree would be pretty much too optimal.
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