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my new 3x2 ship hosts 6 weapons without problems, 24 system points means 12 systems.
but normaly even 4 weapons are enove. more only lessens the timeframe for them to flee.
Basically your options are to build a second ship or rebuild your primary one.
you can edit the system points in the game file or you can even use something like cheat engine to edit the system points, i personally havent done it (yet), but you can google how and figure it out quite easily.
also, there is a mod on nexus that does just that
No. It is not.
Is it completely unnecessary?
Debatable, but I don't think so.
Why?
Because without it there would not be any type of balance regarding ship-to-ship combat anymore. You could simply build more than the enemy, and win every time. (Which you can do right now since the new 2x3 canvas gave the player the edge in a big way).
The player could be facing enemy ships with 10-20 turrets, and it would be tricky to plan them out. Would they change dynamically based on the player combat strength? How would that work?
We also need to think about how the UI and the tactical experience plays into this. Does the player want to select 20 turrets and target them all, with the possibility of having multiple ships and having to give all their turrets a command. Maybe some would like that, and it would give a certain type of experience.
However, if we want to strive for more of an FTL-type experience, with some tactical elements to it all, then dozens of turrets starts to become a real hassle.
Some type of other system with completely open options, but limited to something else like power use, would require deep dive planning and playing out scenarios in one's mind to try to come up with why it works, but also why it doesn't work.
In order to come up with a great design decision, it is imperative to try to demolish the design decision with reasons why it will not work. If you can't come up with reasons then you might have found a great design idea.
What's Next?
So the ship-to-ship combat and the system points are still open for a change, if something great comes up and we find a design decision that works better. We will look into it at a later stage again and see if we come up with any opportunities there.
Time will tell!
My recommendation is making system points only apply to affitional stabilizers/shields after the first since they are necessary (at least in the case of stabilizers). That way you aren't gimped for something you jave to have, but can't just stack them indefinitely.
Anyway, it's an interesting mechanic, I guess it makes sense to have the system points and it does give me a reason to have more than one ship which is cool. Might be interesting if you could research a machine that could increase system points or something, but ur right that there should be some balance on it.
My combat/prison ship has 6 x shuttle bays and about 45 crew. more than half of them are Hero, Bloodlust, Suicidal and I can defeat any enemy that isn't quick enough to leave.
I just board them with a combat team of 12 or 16. Easily overwhelm them. Loot/scrap the ship, Sell the useless prisoners to the slavers and recruit any with Hero, Bloodlust and Suicidal for my pirate crew.
Using hull points I would set the grid to maximum. I think there are two new grid sizes: 2x3 & 3x2; I would create one grid size that is 3x3.
I am trying to start a new game based upon the 2nd platform (abandoned space station). In building my custom ship, I have created a rectangle of hull which is 40x15 with LOTS of empty space.
In 20x7 of that I put a single X1 Airlock, 2 large storages, 1 tools facility, 1 shuttle bay and 1 pod bay, 1 oxygen generator and 1 gas scrubber and 1 wall-mounted thermal regulator.
I am now not able to place a single Energium Generator, due to lack of "System Points."
Edit: DERP on my part removed.
sorry, but you aint getting a refund.
Things have indeed changed. Try building a system core, then you can build your power generator.