Taking them down would be final nail in faction coffin. With one in place system should be absolutely protected from major attacks from AI or player. They would be more like defenders of absolute core worlds of factions than conquest machines. They should be what constitute power of faction, capable to turn the tide of battles alone if needed. Major factions should have few at the same time at best not whole fleets of them. Owning one and being able to maintain it should be late game achievement not something you get in first hour. Starsector is the best when you fight small battles so overall battles need huge reductions in amount of ships and size of them. If you will find some rare unique ship there is still a way to fix it but at the same time player should be prepared to spend their arm and leg for it. 3-4 and 5 would rise exponentially because we are not talking here about fixing but more like some chirurgy to revive dead people. So ship with one d-mod could be relatively easily fixed just by paying about half of ship cost but 2 d-mods fix would run to nearly twice the price of ship.
That being said it is not fun to get D-mod on one off ship you found so imho d-mod should be fixable but the cost of it should be extraordinary. Receiving such damage and then getting pursued means you would have to pick between keeping ship and risk even more damage or just scuttling it to increase fleet speed. If your engines receive critical damage that should give you d-mod "broken engines" with which aside from 20% hull malus gives you 50% to total speed both combat and out of combat. Moreover D-mods should be earned in combat just by receiving critical damage. Neither they should be fixable easily nor used as way to lower deployement costs or supplies recovery improvement. Moreover those d-mods should not be used as food for combat. So "structural damage" d-mod would be 20% base D-mod + extra 20% for whoping 40% hull damage. Each d-mod should be straight up -20% to hull + their own major maluses. Instead of officier with missiles specialization should get boost toward accuracy, tracking, less missfires etc. You shouldn't get double the amount of missiles just because of stupid skill. Skills could still be there on officers but in much weakened state.
#STARSECTOR GAME SIZE INSTALL#
That stuff should be something you install on your ships to specialize fleet rather than fleet wide skill. skills need major rework if not complete removal. Reaching 6-7 size should be almost impossible, considering it took eons for core words to do that. Making colonies all about money printing and in vast quantities quickly is mistake. Main boon from colonies should be safe space for your fleet, place for your loot and restock and ability to get few smaller fleet to follow it on conquest.
only rich colonies in resources should make decent money but on other hand they should be the most targeted by other powers. colonies should grow very slowly and for most of the time they should be money sink instead. Like previously stated game needs some major rebalance to make it really good. Making easy 400% to fleet size by the time colony would reach 4. I could start colony but at this point i had both mirror artifact and that thing that improves fleet by 100% on ultra hot worlds and i knew about 2-3 habitable planets which were hot and loaded with stuff. Moreover with other salvaging perk i had all ships more or less in prstine condition for which i payed grand total of 0 as i repaired them out of supplies i found in battleones. There isn't much but nerexin gives you something, lowers down colony growth rate by half, removes cheat money from academy and instead gives you debt to pay which grows over time + some scenario in which redacted start to activete and attack core.Ī little better but still i rolled with huge fleet of capital ships just after 2-3 hours.
#STARSECTOR GAME SIZE MODS#
Then you finish it with colonies that grow over few months like mushrooms after rain.ĭecided then to look for mods to make game harder. D-mods themselves don't mean shit in huge group so you have stack of doom. What is even more retarded is that there issalvaging skill that gives you lowered deployement cost per d-mod. Just 2-3 points into salvaging and you can run 20-30 ships including capital ones just by flying around scourging conflicts.
You get plenty of them so that with stealth trading fleet you can make milions upon milions of cr, steal everything not bolted to the space with 0 repercussions and if you run into trouble you just use story point and voila you move away from danger.Ĭouple that with salvaging and game is straight up broken. And the biggest issue about it are story points. Skill system is way to overpowered that completely changes gave and some of the skills are difference between pew pew laser and nuke. Well decided to give it a spin after a long while.