The simplest way I can think of for toning down the effects of boarding is to always give the defender the advantage - either by making attacking crew count for less, or defending crew count for more. It would then be harder to capture ships in general, make the Marine Barracks intrinsically benefit...
The ability to save a captured foreign ship design so that you can apply it to another captured ship would be very handy. Upgrading captured ships is always kind of chore. Especially when you find out that in one of them you forgot to upgrade the armor so you have to undo to redo the refitting... 1...
An occurance with the Humans that can lead to thier having some significant difficulty at game start. If all available colony sites are only accessible with range extended ships AND those sites are >3 turns travel away from Fargone AND the colony site has low fertility, the Humans will be forced int...
It would be really neat if there could be an optional setting that would automatically progress to the next turn if there's nothing in the newly generated turn that requires the player's attention. So pressing next turn could essentially 'skip forwards' over empty turns until something happens. I've...
Yeah, it's generally among the very last tech I research, due to how little use it has. The only other faction that has asteroid belts on its home planet is the Ashdar Teros, and they start with decent orbital facilities. If random planets could have it, it would be of slightly greater use, but sin...
Some interesring behaviour that doesn't seem like it ought to be happening: When one of your colonies is in range of a Marauder base, that base will send raiding parties to your colony so long as it has transport ships available. If those transports are captured or destroyed the base will take some ...
It'd just be something to allow pacifist players to have some non-consequential tactical fun. I don't generally have an issue with combat per-se, but I really dislike starting fights even in a made up game with zero consequences. So having the AI "start trouble" is usually the only factio...
Content Warning: Long Rambling Stream of Nonsense So, having spent the past few days being baked alive and/or mixing concrete for dumb projects I wish I never started, I wanted to do something that would prevent my tired meat brain from being reduced to sludge. And I have been meaning to do this for...
Minor graphical bug. The Tinkers Heavy Cruiser overlays don't seem to be working as intended. When torpedoes are equipped in the dome hardpoints, the lower part of the weapon images clip through the hull layer. https://i.imgur.com/79I9Sp3.jpg This does not appear to affect any of the other Tinker sh...
Generally, everyone wants the following early game: Xenology - Science boost, plus it leads to other needed things. Hyperspace Metrics - Travel speed is important for both expansion and defence. Market Theory - Money runs everything, plus morale effects are useful. Boarding Tactics - 'Free' Science/...
I think the Gremak Escort Cruiser should get a viper snout, and perhaps a few additional Light mounts. This. Give it at least the integrated missile tubes + a couple of extra light mounts. The Gremak CLE is a ship I don't even research when I play them. It's completely outclassed in every possible ...
No-one is claiming the CL is better than a CA (Heavy), or CM (Missile), or LST (Assault). I am specifically saying that the CL is 'good enough' to use until you get hold of those hulls, and avoiding using it because it's not 'optimal' is not something I really understand, because it's 'good enough' ...
...or have it as a map generation option? This. The mapgen option would likely be the preferred way to do this, as then you can achieve this effect in almost any map (present and future) rather than have it be confined to a single one. Maybe a tri-state toggle/dropdown with the default being 'rando...