Economy & Outposts

I’m going to break one of my unwritten rules today and talk about stuff that isn’t quite done, because the alternative is taking far too long to talk about it at all. There are a lot of inter-related systems in the works, and it’s not going to be possible to playtest properly until most of them are in place, so please keep in mind that the features I’m going to describe here may change more than usual.

Economy
If I’m counting correctly, this is the third “from the ground up” rewrite of the economy system. Well, maybe the second, since the first one wasn’t a re-write, technically. Still, the economy system has had a more turbulent path through development than just about any other part of the game.

(Let me take a moment here and clarify what I mean when I say “economy” – it’s the behind-the-scenes system that produces and moves around between markets commodities such as food, fuel, and supplies, and determines their base prices at various locations. This is different from a player-centric notion of “the game’s economy”, which focuses on how the player gets and spends credits – a perfectly fine use of the term, but not what I’m talking about here.)

eochu_bres

So, why did it go through a couple of complete re-writes? I think it’s because up until now, the primary reason for its existence – a macro-scale game that the player can participate in, which is to say building outposts and such – didn’t exist, and so the shape the economy needed to take was murky.
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Ship’s Log of Salvage Dave’s Final Mission

Order received from command: Alex wants campaign testing, especially of new salvage mechanics, missions, and abilities. So I say, why don’t I turn some testing notes into a blog post? Command approved the initiative noting, however, that it was imperative that I – paraphrased – “use discretion when it comes to certain elements you may encounter”. Discretion is my middle name! There isn’t room for it on my Domain Ident Chip however, so you’ll have to take my good word for it.  

Cycle 206, March 03

salvage_dave00

Over the last cycle, I’ve been making my living as a smuggler. The ship under my command is a Wayfarer-class freighter, the Iota-Max II, with good cargo capacity and decent armament.

Recently I’ve filled my cargo holds with contraband – and legitimate goods to disguise it.  All in all, recent life in the Sector has been relatively … Normal.

That’s all about to change.

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Ship Recovery

In the previous post about the skill overhaul, I mentioned a different playstyle enabled by the Industry aptitude. That’s what I’d like to talk about here, but as part of a larger set of changes.

Ideally, you want to solve multiple problems with the same change. This is of course common sense (two birds, one stone) but for game design specifically, it can get tricky. There’s always an option of making a change just to solve a particular problem, and sometimes it’s the right answer.

However, if this is done too often, the danger is you end up with features that are only loosely related to each other – and you end up with a lot of them. A single solution that brings multiple systems together is going to make the design both simpler and deeper.

Let’s look at “industry needs its own playstyle” as a design problem, and see what else can be taken care of as part of the solution.

recovery_fleet

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Skill Overhaul

The current skill system in Starsector was added quite a while ago. That in itself isn’t a reason to redo it, but as with all first-pass systems, some downsides of the implementation became apparent along the way.

But why update it now, rather than sometime down the line? New features in this release need skills to complement them, and adding more skills to the old system would just be adding more stuff to redo later – it’s more efficient to overhaul the system now, and add the new skills in a hopefully-final form. In addition, it’ll be nice to address some long-standing balance issues, but more on that later.

First, let’s take a quick look at the old system. There are 4 aptitudes – Combat, Leadership, Technology, and Industry – and each aptitude has skills under it. The maximum level of a skill is determined by the level of the aptitude it’s under, and the player gets 2 skill points per level and 1 aptitude point every other level.

Skills have 10 levels, a base effect that increases with skill level (e.g. 2% more damage per level), and two perks – each providing significant and sometimes game-changing bonuses – at level 5 and 10 in the skill.

Now, instead of talking about the issues with this system, what I’d like to do is talk about the new system, and mention the issues in the context of how they’re being addressed.

skills_strike

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Cartography

The map UI in Starsector hasn’t changed much since it was first introduced, back when Corvus was the only star system and there was no hyperspace. It’s been tweaked here and there to support new features along the way – terrain, for example – but the core functionality has remained the same.

map_fixed

With the upcoming update drastically increasing the number of star systems the map has to handle, and its focus on exploration, it was finally time for an overhaul.
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