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Author Topic: Erradicate Lost Colony  (Read 659 times)

SeriousWays

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Erradicate Lost Colony
« on: December 24, 2024, 01:13:59 PM »

This is a suggestion about the quest where you find a forgotten Dominion colony and you have a series of tasks to perform for them.
Can we add an option to saturate bomb this colony and erase it from existence?
It is placed in a pretty good system and it would be pretty nice to get rid of them and populate the system with player colonies. I just really do not feel like doing a series of tasks, just so I can establish a colony for the stupid dominion.

No one even remembers they exist, so killing them should not be a big deal.
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Bungee_man

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Re: Erradicate Lost Colony
« Reply #1 on: December 24, 2024, 02:34:21 PM »

It does seem like a reasonable thing to be able to do, if the player is on bad terms with the Hegemony. Maybe as an easter egg option, if the player's Hegemony rep is low enough.

That said, the planet itself is not very good, and you can almost definitely find a better one within the first few months just by keeping an eye on survey missions. If it happens to spawn in a good system, maybe it's worthwhile to patch the game so that major factions will only enforce system claims when the player's colony is smaller than theirs, but I thought it already worked that way.
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Sandor057

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Re: Erradicate Lost Colony
« Reply #2 on: December 25, 2024, 03:09:36 AM »

Tri-Tach, Diktat, League and Pather commission could possibly have satbombing or forced relocation as unique dialogue options.
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SeriousWays

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Re: Erradicate Lost Colony
« Reply #3 on: December 25, 2024, 03:57:14 AM »

It does seem like a reasonable thing to be able to do, if the player is on bad terms with the Hegemony. Maybe as an easter egg option, if the player's Hegemony rep is low enough.

That said, the planet itself is not very good, and you can almost definitely find a better one within the first few months just by keeping an eye on survey missions. If it happens to spawn in a good system, maybe it's worthwhile to patch the game so that major factions will only enforce system claims when the player's colony is smaller than theirs, but I thought it already worked that way.

The planet itself is not that good, but the system as a whole has all of the resources - food, metal, gas, so it is a near perfect place to start a faction in. In my current playthough it is also pretty close to the main cluster, which is a rare occurrence for perfect systems.
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SeriousWays

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Re: Erradicate Lost Colony
« Reply #4 on: December 25, 2024, 03:58:03 AM »

Tri-Tach, Diktat, League and Pather commission could possibly have satbombing or forced relocation as unique dialogue options.

This is one way to deal with the problem, as long as the player is informed of this possibility.
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Megas

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Re: Erradicate Lost Colony
« Reply #5 on: December 25, 2024, 06:51:31 AM »

Sentinel is on a Tundra, so it is a habitable that can be used if no better habitable is found.  I had one game where I wanted to bomb everyone off Sentinel so I can colonize the system for myself.
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SeriousWays

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Re: Erradicate Lost Colony
« Reply #6 on: April 12, 2025, 01:26:15 PM »

Sentinel is on a Tundra, so it is a habitable that can be used if no better habitable is found.  I had one game where I wanted to bomb everyone off Sentinel so I can colonize the system for myself.

In my current run, the planet is perfect for settling and there is a good planet for industry next to it. I can have food, ships, and fuel in the same system. The one problem is these mofos who just do not want to get bombarded out of existence, so I can achieve nirvana.
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Phenir

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Re: Erradicate Lost Colony
« Reply #7 on: April 12, 2025, 02:26:01 PM »

All you have to do is tell hegemony it exists and it's instantly a colony. There's no series of tasks here. It's kind of buggy to bomb it though since it reverts back to its pre colony state.
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Megas

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Re: Erradicate Lost Colony
« Reply #8 on: April 13, 2025, 05:58:42 AM »

There was one game where I wanted to bomb Sentinel off the map because the system was an otherwise excellent one with a gate.  (Presence of gate highly elevates desirability if other factors are good enough.)

It would be nice to bomb Sentinel off the map if no one else knows about them.  That way, player can avoid normal sat bomb backlash.  Letting it become a normal (Hegemony) colony means either sat bomb for mass rep loss (and easily ignorable Pollution) or raid-and-decivilize for Decivilized Subpopulation, which is worse than mass rep loss plus Pollution (permanent -2 stability that cannot be removed is horrifyingly bad).
« Last Edit: April 13, 2025, 06:01:23 AM by Megas »
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Bungee_man

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Re: Erradicate Lost Colony
« Reply #9 on: April 13, 2025, 01:21:47 PM »

Yeah, I agree. Letting the player either tac-bomb the colony into nonexistence or do the same with a marine raid makes sense as an option - they're nonessential to the quest, after all, and a Hegemony-hostile player wouldn't want to leave loose ends lying around, particularly if they had absconded with the planet killer.
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