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Tret

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  1. Maybe these updates/mods could be modular. Jumping disintegration could be controlled by difficulty level. As far as turrets I was thinking like creating a static neural network that calculates turret properties when mixing turrets. Please note that this whole concept is an idea yet. If there is enough vote/like/motivation I will make it real.
  2. Mod or game feature idea: New crew named scientists which work in Academy modules which now produce research points (if training crew it produces less). Scientists have to be trained in the academy they will work (can't be trained elsewhere and be transported). Research tree: combat: ‌ fleet size scaling ‌ weapon quality scaling ‌ fighter specs industrial: ‌ factory/craft module unlocks ‌ resource processing ‌(For example by default you can process iron and titanium. Everything else needs to be researched.) module upgrades agriculture: ‌ station/craft agricultural module unlocks ‌ food processing ‌ agricultural module upgrades economy: ‌ passive credit income locked under this tree Scientists also speed up the training if there is no ongoing research. Distinct type of research data can be acquired from combat/exploration which speeds up distinct type of research. Stations no longer built for only one job. There are station modules that require TW(1000GW) to run and fixed minimal size and therefore not recommended to put on regular ships. Ships/stations with such modules can jump but after each jump there is a certain % of disintegration and it could destroy modules and all of it's content. For example a resource processing module with 5000 built in cargo space full of ore will lose 5000 of ores if destroyed. Much more modular weapons. Weapons can be crafted with functionality that is calculated by scripts. This started out as a mod idea. For now it is only a plan. If anybody thinks it is a good idea and wants to help me please do not hesitate to reach me out on discord (tret#8541) or on my e-mail address: tret2100@gmail.com. I am in need of graphical designers (for all the icons and ui) and 1 or 2 developers. The main source of this idea was the rush of progress at the mid-game. You get to a point where you can farm everything just from salvaging. This mod is designed to stop that and give more focus to stations.
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