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Starsector ships by faction
Starsector ships by faction





starsector ships by faction

Removed a lot of intel messages from map view (e.g. Intel screen prices are now updated when the player both enters and leaves the market (previously, only updated on entering) Player fleet being destroyed reduces current bounty level by 1 (it goes from 0 to 10) and resets progress to next bounty level (requires 3 successful completions per level)

starsector ships by faction

Much more likely to spawn from non-hostile factions, less likely from hostile factions target of delivery mission) are now marked in the comm directoryĬaptain tooltip now shows “none” when the player or officer has no combat skillsįleets that are standing down will no longer join nearby battles unless friendly nearby standing down fleets are involved People that are important to talk to (i.e. Trade fleets and fleets with only civilian ships will not longer try to “maintain contact” with a stronger enemy Increased low-end and reduced high-end profit marginsįighting pirates that occasionally attempt to take your cargo will no longer ruin your reputation with the pirates, though it will still result in a slight penaltyįood shortage event: made more profitableĪsteroid belts/fields now also help conceal stationary fleets, like other ring systems Missions you find out about are more likely to be close to your current capacity to carry cargo Trade disruption events: doubled duration (to make easier to take advantage of), reduced probability hanging around but not attacking)įleets will try to avoid storms while traveling through hyperspace Improved fleet AI performance by ~50%, should be something like a 10-15% overall performance improvement in campaignįleets will no longer use emergency burn while only trying to maintain contact with another fleet (i.e. now possible to escape through a jump-point after retreating from battle w/o always being re-engaged by enemy fleet Player fleet able to interact with objects immediately after battle, i.e. Military market access doesn’t require commission, just reputation Independent faction no longer offers commissions or engages in faction hostilities Possible to start non-hostile with pirates Not done more than once a month or so per marketįactions that allow transponder-off trade do do thisĪdjusted market smuggling “suspicion level” now depends on ratio of legal to illegal and so can’t be reduced to 0 purely by legitimate salesĪlso depends on market size compared to amount of goods soldįour “career” choices, choice of 1 of 2 ships per career (with some overlap)ĭifferent starting bonuses (more balanced against each other), pick 1 of 2 per career

starsector ships by faction

Prevents getting into market until resolved or patrol involved loses track of the player Higher chance if player was doing a lot of smuggling at marketĪlso happens for “transponder off” cargo scans Reputation loss if patrol judges cargo to be likely destined for black market, even if it’s otherwise legal Standard reputation loss/surrender contraband if contraband found Removed reputation penalty for escaping w/o dealing major damageĪdded “cargo scan” patrols may perform when the player’s transponder is onĬhance to happen if player has been doing smuggling at patrol’s source market Will no longer be concerned with transponder status in deep hyperspace/not near their source system Will not keep being aggressive if the player turns their transponder on and turns out to be hostile and stronger Updated ships the player can restart in: now Lasher, Wayfarer, Centurion, and WolfĬautious - more likely to move in will always move in when assisting in a flanking maneuver and behind targetĭeployment dialog: pressing “All” now cycles between selecting all non-civilian, all, and none Can actually be bought in reasonable quantities. Increased Volturnian Lobster production at Volturn. Now count for raising local suspicion (if appropriate) and getting trade experienceĪdjusted dialog text for illegal deliveries







Starsector ships by faction