Star Ruler 2

Star Ruler 2

Shores of Infinity
a detail I feel I must point out about gate FTL upkeep
I saw this line in the patch notes

-- Increased gate maintenance cost to 0.25 FTL/s. More gates are needed for a good territory coverage, and juggling with gate activation and deactivation is an absolute must.

I feel I must point out that deactivetion of a gate does not have any effect what so ever on their FTL upkeep costs

All gates will pay their set FTL upkeep costs at all times as long as they are on the map and don't care if they are active or not. The only way to reduce FTL upkeep costs on a gate is to destroy the gate itself.
Last edited by MysticVoid7x9; Dec 15, 2018 @ 8:52am
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MysticVoid7x9 Dec 15, 2018 @ 8:55am 
I also question how to attack others when using gate FTL with sublight being as limited as it currently is in this mod

-Post 2 -

I wonder if gate users might need a little something of a buff to let them better make up for the nerf on sublight drives

-post 3 -

As things are I can see gate FTL being great to unlock later in the game, but as a starting FTL I'm not so sure

-post 4 -

Personally in mods that change sublight, and FTL and system sizes like this one I would like to always pair my gates with FTL jammers just to stop a enemy from trying to FTL jump on top of the gate and destroy it before I can warp in a fleet to combat the invader
Last edited by MysticVoid7x9; Dec 15, 2018 @ 12:20pm
soloriens  [developer] Dec 15, 2018 @ 10:45am 
It's been a while now but I remember noticing that deactivating gates lowered FTL upkeep. Anyway I'll check again and if I just had hallucinations I'll fix that.
Last edited by soloriens; Dec 15, 2018 @ 10:46am
MysticVoid7x9 Dec 15, 2018 @ 12:15pm 
Not a hard thing to test. Just start a new game and build more gates than the FTL can support and then turn them all off and see if FTL keeps droping
Last edited by MysticVoid7x9; Dec 15, 2018 @ 12:20pm
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