Before 1.1 Final....

Resouces?

No idea how long this would take or if it could get thrown into the 1.1 patch, if not a later one i guess. Anyway, i jus' wanted to say i wouldnt mind being able to adjust resources (rare-abundant) just like planets/stars/anomalies etc...I think it would be pretty sweet, yeah?

P.S: Havnt seen this posted b4 could have easily missed it tho...
15,163 views 17 replies
Reply #1 Top
I'll also toss in that anomalies should be able to respawn over the course of a game--or there should at least be an option for it.
Reply #2 Top
respawning anomalies would be nice.
Reply #3 Top
I second the idea of making the frequency of resources adjustable. They tend to have a bit too much of an influence on large maps (due to the number of occurences).

Anomalies actually DO respawn, but very slowly.
Reply #4 Top
actually e-stab, the resources have been toned done for 1.1 beacuse the system is a little different they aren't quite as strong.
Reply #5 Top
Anomalies was mentioned in another thread....

But instead of respawning, I would prefer to see them stretched out a little so that it isn't such a "rush" in the early part of the game. Maybe have a better method for determining where those anomalies are, so that they are kept out of the most populated of spaces (after all, these civilizations have been around for a while... so it would stand a chance unexplored anomalies are those outside of normal reachable distances)
Reply #6 Top
I'd like to see more hotkeys & more flexible ship building automation... But i guess there's a suggestion thread for this
Reply #7 Top
I know this does not have to do with anomolies, but I would like to see in the ship designer GROUPINGS of ships. The ships should be allowed to be manually grouped by the player so they are more manageable rather than in one big list. To that end, the game already asks for 'Ship Class' when designing the ship, but this ends up becoming the 'ship Name' when saving the ship... Perhaps it's a broken feature? It seems to me you could type in ship class "Colony" and that would become a grouping and then when you actually 'save' the ship, it gets a unique name in that class as a new design. Also, when you go to 'upgrade' a ship in the designer, I think it would be nice for the program to recreate the ship in case you just want to change out the lasers or something, you don't have to recreate the whole ship with engines, decorations, etc.. this would save a lot of time. Anyone else think along these lines for the ship editor?
Reply #9 Top
I think it would be cool to link the different anomalies to different techs. Stellar cartography reveals one style, Xeno research reveals another, ect...

I remember in GC there was a UP event that kept a race from nabbing anomalies in other's space. i would like to see the opposite applied. Anomalies in your own space are "secure" unless the UP passes the "open anomaly" law. Exploring an anomaly inside another empire's area of influence would be an act of agression, and would lower their opinion. Pop too many and you end up in a war.

The other thing I would like to see is the ability to edit current ship designs. If none are built and none are queued, why not allow me to edit a design. Currently, I have to pick upgrade, re-add ALL the working components and make any jewelry changes I want and save. Now I have two of the same basic design, and 14 more like it from the designing phaze cluttering up the ships folder, each of which has to be deleted again and again in game.
Reply #10 Top
I remember in GC there was a UP event that kept a race from nabbing anomalies in other's space. i would like to see the opposite applied. Anomalies in your own space are "secure" unless the UP passes the "open anomaly" law. Exploring an anomaly inside another empire's area of influence would be an act of agression, and would lower their opinion. Pop too many and you end up in a war.


It only affected spatial anomalies and nothing else.

What I'd like to know is, how are there trader and royal shipwrecks sitting around at the start of the game if there was no hyper-drive before that point?
Reply #11 Top
I would like the ability to build earlier improvments instead of the more expensive advance ones.
Reply #12 Top
As for anomalies, I don't think they should respawn. Instead, make a certain percentage of them visible at the beginning. Then, each time you complete a new level of Sensor research, more of them become visible. Note that this would not be related to the Survey module - the Survey module just allows you to go into anomalies, not to see them. (Though AutoSurvey would have to be tweaked so that it only goes to anomalies your sensors can spot.)

This would space the anomalies out (pun intended) over a much longer part of the game and would also save some as a reward for the faction that gets all the way to the top of the Sensor tech branch. Many of those 'top-level' anomalies would be far from your influence area, but by then you'll have the engines and life support to be able to reach them. Just drop a survey module, life support, and a bunch of warp drives into a cargo hull and clean up. If you're not at war with anyone. And if you don't need to trade the tech away.
Reply #13 Top
Also, when you go to 'upgrade' a ship in the designer, I think it would be nice for the program to recreate the ship in case you just want to change out the lasers or something, you don't have to recreate the whole ship with engines, decorations, etc.. this would save a lot of time. Anyone else think along these lines for the ship editor?


Before the last patch this was exactly how the designer worked. It was highly buggy and you couldn't remove half the components from the ship to change them out. Thus they changed it to work like it does now. I'd take completely rebuilding it vs the old way, especially since the 'decorations' as you called them are the only part that stays. This way you get the exact same ship body that you had before and you just have to re-add the components that you were most likely going to have to remove/re-add anyway. After all, the only reason I upgrade a ship is to replace engines/weapons/armor when I get better.
Reply #14 Top
#9 and #12 have good solutions to having more anomilies throughout the game.
Reply #16 Top
Feature set for 1.1 is pretty set now.  But we can look at other things for 1.2 and later 1.3.