Unlearned elite skills can be made elite again later without spending any story points. This could actually be the best tool a DM could ask for, given a mature player. Hullmod: Heavy Armor - increases armor, reduces maneuverability, Hullmod: Automated Repair Unit - increases weapon repair rate in combat, Hullmod: Stabilized Shields - reduces flux upkeep for shields Theres an in-fiction explanation for the top speed penalty that Im really fond of, too! Population is nominally 10market size, although commodity supply/demand does not follow this scale. The reason for that is the sensor strength of phase ships, relative to the sensor profile of the larger ships in your fleet, is what determines this multiplier. Itll reduce the volatility of phase ships, while not significantly affecting the ability of other ships to pressure them. Hullmod: High Resolution Sensors - increases fleet's sensor range. Phase Masterys elite effect increased speed while phased by 100%. Now that speed is an actual balance consideration, this bonus has moved to Phase Coil Tuning, in an altered form. Definitely horror holovid material there!) Please double check the Version History. Does not apply to fighters, affects all weapons including missiles. This was an immediate problem, because its way too strong but also really fun. The most obvious candidate for this is basing the vulnerability on the ships hard flux level. When emplaced, the core is required to be fitted with an entirely analogue loyalty-assurance device; usually this takes the form of a crude chemical explosive with a mechanical trigger. Since the top-tier skills are mostly combat-focused (with the sort-of exception of Hull Restoration, which is still combat-focused, but mitigates losses rather than boosting power), the testing was going to involve lots of fighting. With the test conditions established, I played a lot. Windows: Right-click the icon you normally use to launch Starsector and choose Open file location. The atmosphere of (market) is exceptionally toxic and corrosive, abrading unprotected surfaces and requiring the hermetic sealing of any inhabited spaces. I could easily see building s-mods into those kinds of ships in the campaign, even though for this testing I kept s-mods to officered ships only. Use of AI cores on a colony may trigger Hegemony inspections and attract the attention of the Luddic Path. This planet has an array of solar shades or mirrors in orbit, judiciously positioned to bring its surface conditions closer to terran norms. So thats something Id like to take another look at. That one is not too bad just remove the excess from ships in your fleet. Save Compatibility (*once its actually out, its not out yet) The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the . After returning from deep space, expedition force received repairs in faction colony and went on defense mission against pirate raid. Doubles the population growth from the facility, Derelict cruisers, capitals & stations in post battle loot (, Remnant cruisers, capitals & stations in post battle loot (. It would require farmers with talent equal to their desperation to make these lands bear fruit. Cannot be installed on gas giants or worlds with the "habitable" condition. 4176 Posts 57 Topics Last post by kirbness in Re: [0.95.1a] MagicLib v. A Gamma Core has 3 skills, a Beta Core has 5 skills, and an Alpha Core has 7 skills. ago Since part one of this post, some a lot! increases time time multiplier to 4x, but reduces the ships speed while phased by half this is good for the brawling style. As with officers, weve got to track whether the hullmods were actually built in by the player, or whether they just acquired the ship that way. Sensors are impaired, and operations must be made with care. That still doesnt explain the sensor strength boost from the skill, though. But once you add in another fleets sensor strength which could easily be 1000 the actual reduction is nowhere near that. These mods are MY personal favorites, but which mods are YOURS?-----0:00 - Intro0:5. One of the goals was to do a pass over the elite effects of the combat skills and make them more interesting/powerful/appealing. The short answer is, yes, they are! Unless he starts abusing it (manifesting Hypercognition every time the party gets stuck without even trying first), use it to gently guide him back towards the party's destination. *A slow-moving fleet is harder to detect in some types of terrain, and can avoid some hazards. Starsector (formerly Starfarer) is a top-down single-player indie role-playing game developed and published by Fractal Softworks for computers in 2011. A river of wealth flows beneath the surface of (market) - for those that would find and tap it. This actually just went pretty well. You need to hand in two cores at the same time to get +1 reputation. A top-tier REDACTED bounty fleet an Ordo with two Radiant-class battleships is a good candidate. Since the changes are targeted for the 0.95.1a update not a major version change I want to make every effort to make it save-compatible. High temperature conditions of (market) necessitate specialized equipment to perform normal operations, complicating life support and infrastructure. Removed Colony Mangement, Space Operations, Planetary Operations. You take the role of a space captain seeking fortune and glory however you choose. The mod would remove those ships from the players fleet and store references to them in its own data somewhere nowhere that they could be found by, say, code scouring the entire Sector to see if the ship is in storage somewhere. Different factions will modify the amount of credits and reputation received per core. Entire worlds cut off from the Gate network starve, burn, and tear themselves apart. As long as were getting something out of it this particularly fun and different playstyle it being a bit too strong is ok. Officers gain skills like the player, but only to a maximum level of 5 (6 with the "Officer Training" Leadership skill), which are chosen from a pool of 4 skills when they level up. Skills the improve the combat performance of your fleet, and of other military assets under your command. And, finally, because its a bit weird to just chop off officer skills/levels without asking the player, theres a new option when you spec out of these skills, you have the choice of whether to 1) pare the officers you have down to size (with whatever in-fiction explanation for this you feel like suppling. In this role they have the Industrial Planning skill and the unique Hypercognition skill, no salary, and do not count towards the administrator limit or personal colony cap. And on the phase side of things, teamwork and using allied ships for cover becomes more important. If youve read part one of this post, you might be wondering where all the colony skills went. The setting Starsector is set in the year of 3126. For example, Helmsmanships elite effect now in addition to its original 0-flux boost at any level effect grants a flat +5 to top speed, making it a consideration for slower ships. With Combat Endurance being a skill thats great for small ships, the elite effect is, too, because of the potential to repair far more than 50% of the hull over the course of a battle. Population growth bonus equal to market size. ), Hullmod: ECCM Package - improves missiles speed and guidance, reduces effect of enemy Electronic Warfare And then we have the skill that lets you build more hullmods into ships in this iteration, Leaderships Best of the Best. Once a ship unphases, its vulnerable for a couple of seconds before its phase coils cool down and it can phase again. The more of those are in orbit, the larger the ruins. They start at level 4-6 with a fixed set of skills and cannot level up. With some investment, its still possible to get phase ships to go pretty fast. Top 10 awesome Starsector mods you HAVE to play before the end of 2021. The answer, for most of them except for Industrial Planning is in the bin. Still, were not aiming for perfect balance, just viability of everything and things being in the right general ballpark. of my time has been spent playtesting. The flavor is said to be exceptional. One is more of an assassin build move to a vulnerable spot, usually behind the target, and unload a lot of damage quickly. Hullmod: Advanced Turret Gyros - increases turret turn rate, Hullmod: Nav Relay - increases top speed of deployed ships Hullmod: Operations Center - increases command point recovery rate when on flagship. The other new personal combat skill in Industry, this one is a boost to armor-tanking when at high flux increasing effective armor and reducing EMP damage taken based on the current flux level. Theyre not actually too affected; instead of having 0, 1, or 2 skills, they just have no skills, or Industrial Planning. In this part, lets dive into a few details about specific skills, and some other points note. The problem is, right, its really fun, and I dont want to balance the fun out. Hullmod: Hardened Shields - reduces damage take by shields, Hullmod: Integrated Point Defense Al - small non missile weapons act as point defense; PD not affected by decoy flares, Hullmod: Integrated Targeting Unit - increases weapon range, more so for larger ships StarSector Wiki is a FANDOM Games Community. It being a good skill for any kind of ship is important it helps with players with different goals find a useful path up to the top Industry tier. However, this is not enough if you want to play with lots of mods. It wasnt the worst thing to have them, but to make room for some of the new top-tier skills? Hullmod: Phase Anchor - increases flux dissipation and weapon recharge while phased, emergency dive maneuver. The surface of (market) is shrouded in a thick atmosphere, turbulent vortices at its crown and cloying soup at its lowest foothold. The other new personal combat skill in Industry, this one is a boost to armor-tanking when at high flux increasing effective armor and reducing EMP damage taken based on the current flux level. While its not a major release, there are still a lot of things Id like to add into it ranging from minor features and QoL improvements to a number of less-critical bugfixes and just other miscellaneous improvements. but that doesnt mean that you should be able to sink skill points into colony-boosting skills. Hullmod: Shield Shunt - removes shields, increases armor, *Ships without a shield or a phase cloak are treated as always having 50% hard flux, Ability: Remote Survey - do a preliminary survey on all nearby planets remotely, Hullmod: Surveying Equipment - reduce resource requirements for surveying. Many skills are affected by diminishing returns, e.g." Tags: AI cores, automated ships, campaign, game design, neural link, skills, the mercurial scythe strikes. Market conditions are properties of a market representing local environmental or social conditions. A new personal-combat skill in Industry, this is a fun one it boosts flux dissipation (and capacity, as an elite effect) based on the number of ordnance points spent on weapons. This condition will be added by bombardment or use of a Corrupted or Pristine Nanoforge on planets with the Habitable condition. Integrating the core into the ship for 1SP0%XP gives an extra skill and makes the core unremovable except by scuttling or otherwise losing the ship. This makes the solution scalable, privacy-friendly and real-time. For over 200 cycles, humanity has been losing its grip on civilization and struggling desperately to hang on to what is left. In addition, they also get a unique "Hypercognition" skill that confers some of the benefits of the previous colony skills. This skill is the renamed Phase Corps (which sounded a bit too much like it belonged in Leadership). No-one plans on being hit by a Reaper torpedo, but still, neutralizing that much damage when things go wrong is going to have a lot of appeal. The vast Empire of humanity is split across sectors that have been cut off from each other. the ship is phased) it cant be damaged by anything, and time on the ship passes 3x more quickly meaning, to the external observer, it moves very quickly. All in all, its safe to say that the details here get pretty ugly. A rarefied atmosphere clings determinedly to (market)'s surface. Unfortunately, that doesnt work out. The various other top-tier skills theres not too much to say, really, other than that they worked out fine. They are unlocked by spending Skill Points, which are earned upon leveling up, up to a maximum of 15 for the player and 8 (or 9) for Officers. Operations are complicated by the need for specialized training and equipment. The vaugness in warhammer is necessary because there are so many authors and stories in such a large universe that definite stats are more likely to make plot holes. To make the skill not completely neutralize the strike potential of certain weapons, this effect only triggers at most once every two seconds.
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