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Poll

I need your opinion about this.

  • Yes 575
  • Neutral 69
  • No 5
  • 2026-04-30
  • 649 votes
{'title': 'I need your opinion about this.', 'choices': [{'text': 'Yes', 'votes': 575}, {'text': 'Neutral', 'votes': 69}, {'text': 'No', 'votes': 5}], 'closes_at': None, 'created_at': datetime.datetime(2026, 4, 30, 21, 14, 28, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 649}

Content

Hello everyone,I hope you guys are still enjoying the mod! We've been working really hard on fixing the 0.8 patch and still on it - believe it or not.Trust me when I say I have a plan and I know exactly what I'm gonna do in the next patch! Something something 'vanilla' and how they will be directly involved in the UAF side story narrative! So, what's the catch? Well... you see, the rewards might be significant depending on the outcome you earn. Are you guys okay if I just put the rewards in the Keycard Shop? If you wanna know why, its because I don't want to arm the UAF unnecessarily with something that can potentially ruin the balance of the faction but making it always optional and earnable for the player. Hence the creation of the keycard shop!For example:You must complete a chain quest to unlock a hidden or locked purchase option in the shop. Destroy a pirate boss fleet unlock the option to buy a reverse-engineered laser weapon!To me personally, this is the only way to introduce weapon types that are otherwise forbidden or against the theme of the faction. A 'legal loophole' if you will via external influence and introduction. It could either be a re-skin or an original design, who knows?Looking forward to hear watcha think because this may open the possibility of doing a contest for fans to design their things and have them featured in the shop!

Sincerely, CY

Files

Comments

lukas lukax

Personally I think they should be in the keycard shop but either be locked behind the end of the quest line or just ridiculously expensive

idk

I think that it's a good idea, but the challenges should be significant to unlock these hidden options. Another option I think would be cool would be to unlock allies fleets to protect settlements, with characters from the story to lead them. That way instead of just having officers, you could gain allies you meet through story missions that you can meet occasionally in your territories etc. Of course I'm not sure if that is something that will be possible, but I think it would be nice.

cyrille_yukimaru

That reminds me of a very old plan that I discarded due to lack of tech. Now, we may have the means to do just that! I will see what we can do in the future.

Navataly

Make good use of the new “replica” faction, maybe errored variants or breaches in some dimensional thing causes more new models to pour in, and players can earn it through there while still fitting the lore. Shop works though.

Renaulde

I also liked the idea of the ship specifically designed to go against the mimic fleets. More weapons and gear centered on countering them would be fun! Keycard shop made sense otherwise and the related missions to fight them got more currency. Might as well incentivize that further

Alyssa

Thank you for the hard work ^_^ wish you a pleasant end of the week.

SLNT

If you want to put them in the shop make them expensive enough to make John Starsector sweat :D

Cookie

I am all for any UAF weapon seeing how amazing they always turn out. In terms of UAF theme considering they do not belong to the sector it would make sense for them if they had more unusual/exotic weapons in R&D. From a balance standpoint I do not think there is anything inherently wrong with having weapons that are unbalanced, at the end of the day if the player is the only party with access to them then it is their choice if they use them or not since if they want something overpowered they will find a way to get it. In fact my bigger concern is that if it is accessible only to player, then you will not be able to enjoy fighting against it. That is to say, should you choose to add them to the game, then it would be nice if there was for example a repeatable exotic mimic bounty with them for example.

cyrille_yukimaru

I do agree about the concern here. Makes me wish there's a way to feature or introduce things mid-game without investing too much effort and resources into a 'maybe'. UAF might be a trailblazer of a mod but our tech can only go so far as the skill of my amazing coder and a friend.

Irish

I think this is a great way to introduce stuff like that! It would be an excellent explanation for things that normally would out of the ordinary for the UAF to have. And honestly it opens up a HUGE opportunity for various stories of all kinds to be told, I think it not only provides a logical explanation for why they might have something, but also enables you to have more creative freedom as well, all as a bonus to introducing the new weapon! Keep up the great work!! :D

cyrille_yukimaru

Oh, another question if you will. How many of you actually purchase the Automata packages in the shop? If so, why and when? I haven't heard anyone ever buying them and I'd like to hear your thoughts and opinions.

Cookie

It might not be entirely relevant, but I think that there is a mod called "Liminal: Custom, Upgradeable Hullmods" that does introduce enemies mid-game based on player actions. It might be similar to what you have in mind.

Cookie

I assume you mean ship packages, I personally really like the idea of getting a ship along with supplies to be able to use it right away, but with the current coin income being what it is as well as accessibility of the ships via market on Aurora/Lunamun/blueprints I always found myself being able to afford them only when I usually already had a well developed fleet with stronger UAF alternatives. I think it would be perfect to introduce the packages as rewards during questlines in a way that would allow the player to choose between several rewards. I think it could also offer a more fun way of introducing the various UAF ships, where as you gradually build up relations and complete quests you get access to UAF ships to integrate to your own fleet until you get to a full UAF line up, though for that to work it would really have to unlock the packages gradually and keep them cheap enough to make them a worthwhile choice when compared to the colony items.

Eryc White

I have! It was the quickest route to my beloved Rillaru ll in early game. I kept getting sidetracked from raising relations with certain characters.

Blitzkrieg_HOSS

An idea might be to lock said weapons and ships behind having a special module/artifact. Like a type of nanoforge only purchasable in the keycard store after a quest, etc.

artisticMink

Works for me. Only thing i'd like to throw in: It would be neat if there be be a way to acquire them for people who don't want to engage with the UAF. Example: Someone doing a run in which they roleplay as a low-tech Luddite. But still want some UAF dakka - you know, moral flexibility. For example by having them drop from UAF fleets or some sort of underworld key shop (run by the same Neuko but with a cool eyepatch) that sometimes sells those high-end parts for grossly inflated prices.

Edward

To me at least the Keycard Shop is part of the devmode options. The thing you load up when you have played before and want to skip some steps so you can try new things. Locking parts of it just doesn’t make sense.

Edward

The Automata packages? No. By the time you have enough of the special currency to get them you could get the ships easier by just buying or building them. Although I might just be bias against them. A fleet of ships that are ‘automated but without any of the downsides’ feels enough like a cheat that I would only use it on the sort of run I just console command ships into being on.

Austin

I had a hard time figuring out how to accrue the points at first honestly and then finding out I mostly needed the AI to pilot a lot of the ships which was another task. I enjoy using them dont get me wrong and i wanted them so I could use the positron weapons since they probably have the best sound effects for weapons in your mod. Buuuut getting them and using them is many hoop jumping

Beso

Maybe adding a unique smod / coloring to the story acquired ship to differentiate it from the key store would be neet

ZeroGods

Absolutely. I spend a lot of the time in the shop. So giving me more things to buy and chase after is a win in my book. UAF arsenal is already very strong and I don't feel like they need more without them becoming borderline overpowered when compared to other factions.

harrowshadow

Personally I find them kinda pointless, I can see the use but I'd rather buy colony items and by the time I can afford the ship package I already have the means to get the ships from the automata girl. And the ones that you can only get from the shop are kinda just niche ships that are cool to have but not a must have, the experimental fighters are a must have I'd say tho

Komodo gaming

I buy them when I want to expand my fleet or need a boost. Plus the Neuko cores are awesome and I use them instead of regular AI cores

ThePheonix

I personally start every run with exploration so I sell survey data for coins, but never buy the blueprint packages, unless I just *can't find* one of the ones I want in the wild. Getting coins can sometimes be a pain though, once all the survey data from earlier is gone. The coin quests don't actually spawn often either, so that's not really a viable way of getting coins. Even assuming every month I can pick up a coin quest, and complete it quickly, there's no way to really get more than 6k a year, and that's assuming I only go around doing UAF quests. In my playthrougs, I usually only ever get one or two ships from the shop and that's it. And that's with not buying anything else. Perhaps I'm doing something wrong

Verto

personally never due to other mods, being commisioned gives me acces to faction blueprints (i think due to question of loyality submod for AoTD) and they aren't that hard to find from exploration, somehow i always stumble on aurora blueprint packages early on.

CinnaMimi

I do love the automata packages early on in contrast to the november types, as early on you dont have direct access to either and I actually adore automata variants more, so a way to get a couple from surveying/keys and using points is rather nice. If anything I wish they weren't *one time only* on the automata package bundles, I would like TWO (2) P Space dodge ships.

Misaki Hans

I main Exoria SP and bad at farm charater rep so it god sent for me after automata update

Kidzin

Sounds fine to me.

Eli

I wait until I "unlock" them narratively through AER-1A and then buy them in the shop.

Chrissynessgaming

The Lingering Echoes quest line should pretty much solve any and all of your confectionary coin shortages. I won’t spoil anything if you haven’t touched that route. But if you have gone down that route and still manage 6k confectionary per year, something is definitely wrong.

Yuki Yukkira

I buy them mostly to add flavor to my fleets since I can almost always find the UAF BPCs in Auroran Crates. When you have mid-game income but not the infrastructure to supply your own ships, farming CC becomes a viable source of both income and SP ships. I love that the Automata ships already come with their own AI captains. It helps to keep the momentum going and my warcrimes constant.

Kyris

i havent really gone for one of automata packages as dont really have any ai cores earrly in game to pilot one of the ships. So rather neutral on it, nice to have.

Fwiffo

I buy them, but more so for the thematic choice (i.e. when I avoid getting too strong, too fast), as they compete against some of the more unique things you can buy in the keycard shop, and the points are relatively hard to come by. That said, they are still fantastic ships for their class.

Doublerice

I think I only ever buy them in my first UAF playthrough, not that I don't like them, I just prefer swarm of replaceable destroyer and frigate, and those bundle being one-time is......not reallly something i want to send out to die in early game.

Rey

adding to this it would be nice to have more quests related to the automata where you would get said ships, maybe making unique ships like the one the queen sells you but instead of a cash exchange is a story quest, more ways of getting them naturally would be nice because once you unlock the automata shop you already have a well fleshed out November fleet and you wonder how to start adding the automata ships that follow a completely different doctrine

Ariel Timeshrine

I bought the Automata package and specifically went out of my way to save up for it as I wanted to "retrofit" all of my Rillarus to Rillaru IIs, and the Automata cruiser package only gave 1. Also, speaking of Keycard Shop ships, the Sunami's Rogue Wave Landing action/trait does not appear to work at the moment if this isn't already a known issue.