Fractal Softworks Forum

Starsector => Mods => Topic started by: AxleMC131 on May 03, 2017, 08:22:04 PM

Title: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: AxleMC131 on May 03, 2017, 08:22:04 PM
Better Beginning
         Version 0.3 - For Starsector 0.8a          


(http://i.imgur.com/5XHfMQB.png)


Download here:
http://www.mediafire.com/file/k1dgro0d7ut36nn/BetterBeginning_v0.3.zip (http://www.mediafire.com/file/k1dgro0d7ut36nn/BetterBeginning_v0.3.zip)



Please Note
Due to the recent release of 0.8.1 and the following updates to Nexerelin and Dynasector, it should be noted that Better Beginning is redundant if you are also running either of those major mods, as their character creation/generation processes override that of Better Beginning.

If you're running Nexerelin and/or Dynasector, it is recommended you uninstall (or at least disable) Better Beginning as it will otherwise be completely useless.




Features
"Better Beginning" is an extremely simple utility mod that gives you a wider ship selection when starting a new campaign game. Currently it replaces the vanilla options with three trees of three ships each (flagship, support and logistics), presented in the form of an interactive narrative.

The mod seeks to return slightly to previous options for starting ships, and also to experiment with more complex rule features to give the player more varied starting scenarios - not just ships in their fleet, but things like financial situation, resource/equipment wealth, and faction relations.

All options aim to be balanced to the point that there are no options that the player always wants to pick, but likewise no options the player would never pick. The difference comes purely from player choice and the influence of a little role-play.



Changelog

Version 0.3 (Overhaul #1 - Experimental)

- Reconfigured ship selection with an interactive narrative
- Added a third tree of ship options
- No longer includes stock ship choices (though some are still options in different places)

- Revised first tree:
   - Removed all previous options
   - Added three destroyer options for player flagship
- Revised second tree:
   - Removed all previous options
   - Added three frigate options for second ship
- Added third tree:
   - Added three logistics options for third ship

- Removed additional benefits (temporary)


Version 0.2 (Quickfix #1)

- Cerberus primary choice now gains the player 10,000 credits
- Vigilance secondary choice now gains the player Gladius and Dagger fighter LPCs

- Updated some dialogue and tooltip texts
- Reordered secondary options to subtly suggest appropriate ship matches


Version 0.1 (Testing release)

- Added new options for the player's starting ship:
   - Tempest
   - Lasher
   - Cerberus
- Added new options for the player's secondary ship:
   - Dram with additional fuel
   - Hound with high-tech weaponry
   - Vigilance

Title: Re: [0.8a] Better Beginning v0.1 - Broaden your options!
Post by: Tufted Titmouse on May 03, 2017, 09:39:11 PM
Nice, will be sure to use this, with .8 being much easier (for me at least) to play legitly instead of cheating everything, this is a godsend.
Title: Re: [0.8a] Better Beginning v0.1 - Broaden your options!
Post by: AxleMC131 on May 03, 2017, 11:38:47 PM
Glad to hear it.  ;D
Title: Re: [0.8a] Better Beginning v0.1 - Broaden your options!
Post by: Solinarius on May 04, 2017, 07:45:41 AM
I mostly avoided playing the game till now, but I still agree with Titmouse, this is nice and legitimate play has never been more fun!

Is the Scarab start next? ;D
Title: Re: [0.8a] Better Beginning v0.1 - Broaden your options!
Post by: Bash on May 04, 2017, 10:42:53 AM
Versant Beginning i would love
Title: Re: [0.8a] Better Beginning v0.1 - Broaden your options!
Post by: Beobachter on May 04, 2017, 11:25:10 AM
Versant Beginning i would love

I think that starts would have to be limited to vanilla ships - mods may not know what other mods are installed. Additional options would require more cases (and more balancing)
Title: Re: [0.8a] Better Beginning v0.1 - Broaden your options!
Post by: BuckCake on May 04, 2017, 11:27:39 AM
How did you decide to put a Tempest as one of the starting options?
Title: Re: [0.8a] Better Beginning v0.1 - Broaden your options!
Post by: Bash on May 04, 2017, 12:58:55 PM
enjoy that Little annoying Beamrocket  8)
Title: Re: [0.8a] Better Beginning v0.1 - Broaden your options!
Post by: AxleMC131 on May 04, 2017, 03:41:54 PM
Thanks all for the feedback and questions!  ;D Here's a couple of early-morning answers for you.


Is the Scarab start next? ;D

Haha, sadly no, and I've had a few people ask me the same thing in the Discord.  ;) The reason is simple: I'm trying to keep the selection of start ships limited to fairly balanced choices. Okay, in the previous version of the game you could pick up the Scarab at the expense of reputation with the Tri-Tachyon, but it's still an insanely powerful ship, and I'm trying to avoid that.

It's also not a good ship for beginner players - it's incredibly hard to use well without some practise - and I'm also aiming to limit the selections to beginner-friendly vessels. Also, for the early game I don't want to give the player ships with massive logistical profiles (high maintenance costs). That's no fun. (It's the same reason I refused to add the Hyperion or any of the Phase ships as starters.)


Versant Beginning i would love

If I was working with Tartiflette and I knew how to make the option come up only when DA was installed, I'd be only too happy to give you the option! As it is, the selection is limited to vanilla ships.


How did you decide to put a Tempest as one of the starting options?

Possibly hypocritically with the above limitations, I wanted to include the Tempest for two reasons:
- It's an exciting ship that I've rarely flown and I feel it's one that is sometimes overlooked in campaign gameplay
- It's the most high-tech ship I would consider letting the player start with, and manages to keep the interesting but balanced start that something like the Hyperion or Scarab wouldn't allow.

The Tempest's key issue (to me at least) is that its shear speed can make it difficult to pilot with maximum effect, so the option to pick it is aimed at a more experienced player. Nontheless, its operation in combat is fairly low-brow, and I feel can be picked up relatively quickly. It's powerful weapons package is also balanced by a slightly higher maintenance cost than other options (6 supplies per month).


On the whole I'm trying to create a selection of ships that (unlike in the previous version of Starsector) are all mutually agreeable. There should be no option that the player sees as better than all the others, and similarly no option that the player would never pick. The point is to make your early-game scenario more varied without making it easier or harder in a huge way.
Title: Re: [0.8a] Better Beginning v0.1 - Broaden your options!
Post by: ANGRYABOUTELVES on May 04, 2017, 03:46:50 PM
With the temporary removal of trading as a viable profession, I really don't think the player should have the option to start with a Cerberus – or any unshielded ship – as their primary vessel. It's just a noob trap.
Title: Re: [0.8a] Better Beginning v0.1 - Broaden your options!
Post by: AxleMC131 on May 04, 2017, 03:51:12 PM
With the temporary removal of trading as a viable profession, I really don't think the player should have the option to start with a Cerberus – or any unshielded ship – as their primary vessel. It's just a noob trap.

I agree, which is why I've been trying to give additional benefits for it. Ideally I'd like to make the player friendly with the Pirates if they choose the Cerberus, since they are a smuggler, but I've so far found myself unable to change faction reputation during a new game start with the current rules.csv. I believe the planned fix coming in 0.8.1 will allow me to do that, but for now (and coming soon in a fix to this mod) I've made the Cerberus choice suggest the player is a "successful smuggler" and start them with a bunch of bonus cash.

Also, don't forget that the player can still choose the Vigilance or Kite as their second ship if they think they're about to be screwed in combat.

EDIT: Also, it's a regular Cerberus with a Railgun and a Heavy Mauler. Until I started testing this I'd never really appreciated how well armed the "standard" variant Cerberus actually is. I think it can work - and I do mention in the tooltip that the Cerberus is unshielded. Even so, should I make it clear that it's a bit of a flying coffin?

EDIT EDIT: If people don't like the option of the Cerberus anyway, then I can easily change it to the "Shielded" variant, which comes with slightly worse weapons but a front shield generator installed.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: AxleMC131 on May 04, 2017, 06:23:46 PM
Update: Version 0.2 (Quickfix #1)

Added some additional benefits for picking the Cerberus primary and/or the Vigilance secondary, as well as updating some text fields.

Check the OP for more details.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Bastion.Systems on May 04, 2017, 10:36:53 PM
Really cool and simple mod, new choices help to really freshen up the early game.
Reminds me of Alternate Start - Live Another Life for Skyrim.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: AxleMC131 on May 04, 2017, 10:42:56 PM
Really cool and simple mod, new choices help to really freshen up the early game.

Glad you find it refreshing. ;)
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: TaLaR on May 05, 2017, 01:57:29 AM
On the whole I'm trying to create a selection of ships that (unlike in the previous version of Starsector) are all mutually agreeable. There should be no option that the player sees as better than all the others, and similarly no option that the player would never pick. The point is to make your early-game scenario more varied without making it easier or harder in a huge way.

Tempest is just too good (and expensive!) to pick anything else as primary.
Maybe it should come with downsides, like some combination of: no secondary ship/less starting credits/lowered rep with some factions/D-mods on it?
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Tartiflette on May 05, 2017, 02:07:56 AM
How about a start with an Enforcer D plus Buffalo Mk2. or something like that?
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: AxleMC131 on May 05, 2017, 03:04:34 AM
Tempest is just too good (and expensive!) to pick anything else as primary.
Maybe it should come with downsides, like some combination of: no secondary ship/less starting credits/lowered rep with some factions/D-mods on it?

The Tempest is a great ship - I consider it the next step up from the Wolf - but it does require more maintenance and it does require a little more practise to fly (it's just too fast!).

Having said that... I'd ideally like to give it a rep balance, but as previously stated I can't do that until 0.8.1. Less credits is a possibility, but all these options have to work whether the player chooses to play with the tutorial or not, and if they do they only start with 2k credits, and they sorta need that for it. Not letting the player have a second ship is completely out of the question as it ruins part of the point of 0.8 giving the player more ships: Fleets are important.


How about a start with an Enforcer D plus Buffalo Mk2. or something like that?

I'd rather limit the player just to frigates for now. The engagement curve can be fairly steep if you start the player with Destroyers - this is both my opinion and a perspective shared by several other users in various posts/discord chats/etc.

HOWEVER, I have considered completely overhauling the ship selection sequence (as opposed to just adding to it) to be closer to what Nexerelin does, where you choose a faction and then type of fleet, and it gives you a preset selection of ships. The three things keeping me from doing that are A) I'd prefer to keep things simple and "stockalike" as it were, B) I want a big part of the ship selection to be the combination of primary and secondary ships, and C) I'd just be copying Nexerelin...

On a somewhat related note, could it be worth giving the player a third ship option?
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Serenitis on May 05, 2017, 04:05:54 AM
How about a start with an Enforcer D plus Buffalo Mk2. or something like that?
Very much this.

I'd rather limit the player just to frigates for now. The engagement curve can be fairly steep if you start the player with Destroyers - this is both my opinion and a perspective shared by several other users in various posts/discord chats/etc.
This is something I have never experienced when using previous mods which allowed you to start with a destroyer.
On the whole it made the early game far easier by; giving you a greater ability to fight while allowing for more "mistakes", gives you a far greater flexibility for loadouts, and it just flat removes the requirement to play a twitch shooter for those that don't like that kind of game.

Given the choice I would pick a destroyer start (any destroyer) just to avoid having to fly a frigate, which I dislike immensely.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Hussar on May 05, 2017, 05:18:17 AM
To be honest, this shouldn't be a mod but an in-game feature (well, there's still plenty of time for Alex to enhance the start).

But anyway, I really like what you did here. It may do remind me a little bit of Nexerelin start options but only because it was a first mod to offer something like this when SS itself wasn't giving us any options there really. Now it does, but they're limited - which is exactly what you have remedied. I do really like the options, starting with cerberus + dram was pretty unorthodox for me but was a nice change.

If I was to suggest something though, I would highlight the lasher for newer players, perhaps throw in some more cash along it etc. But that's the only thing I could think of.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Tartiflette on May 05, 2017, 06:30:03 AM
To be fair the start ship choice is made within the tutorial's sytem salvage field. And since you have access to these ships wether you do the tutorial or not I'm not that concerned with the limited choice.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Sy on May 05, 2017, 09:49:21 AM
Tempest is just too good (and expensive!) to pick anything else as primary.
Maybe it should come with downsides, like some combination of: no secondary ship/less starting credits/lowered rep with some factions/D-mods on it?
i like the idea of giving the Tempest option a d-mod or two, something that takes away some of its speed and/or flux stats. even if it's more expensive to field already, Tempest is just too good in comparison to the other ships on offer unless there are some serious drawbacks.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: AxleMC131 on May 05, 2017, 04:13:30 PM
... The engagement curve can be fairly steep if you start the player with Destroyers ...
This is something I have never experienced when using previous mods which allowed you to start with a destroyer.
On the whole it made the early game far easier by; giving you a greater ability to fight while allowing for more "mistakes", gives you a far greater flexibility for loadouts, and it just flat removes the requirement to play a twitch shooter for those that don't like that kind of game.

Given the choice I would pick a destroyer start (any destroyer) just to avoid having to fly a frigate, which I dislike immensely.

Hmm, you think? Maybe I do need to think about this a little more...


I really like what you did here. It may do remind me a little bit of Nexerelin start options but only because it was a first mod to offer something like this when SS itself wasn't giving us any options there really. Now it does, but they're limited - which is exactly what you have remedied. I do really like the options, starting with cerberus + dram was pretty unorthodox for me but was a nice change.

Glad you're enjoying it! Part of the point of the mod was to experiment with different combinations of starting ships, so it's good to see people trying new things out.

If I was to suggest something though, I would highlight the lasher for newer players, perhaps throw in some more cash along it etc. But that's the only thing I could think of.

Good call - it is a pretty low-brow ship, and good for beginners. I'll make a note.


To be fair the start ship choice is made within the tutorial's sytem salvage field. And since you have access to these ships wether you do the tutorial or not I'm not that concerned with the limited choice.

Hmm, good point. I suppose my biggest fear is that I'll give the player a ship option that allows them to fly through the tutorial without finding it challenging and/or fun at all. If the player chooses to play the tutorial, I'd rather keep it fun for them. But then again, I have weird fundamentals, so I guess other people need to tell me if that's a good idea or not. So far it seems not.


i like the idea of giving the Tempest option a d-mod or two, something that takes away some of its speed and/or flux stats. even if it's more expensive to field already, Tempest is just too good in comparison to the other ships on offer unless there are some serious drawbacks.

Perhaps. I could do that pretty easily with a custom variant (and almost did until I couldn't think of anything better to put on a Tempest than what it has already...). Still, feels a little cheap, to give the player what is a pretty darn good ship and then say, "nah, it's actually a slightly sh*ttier version, sorry mate." I guess I'd just need to come up with a reasonable way to do it.



So, interestingly, it seems that perhaps the Tempest isn't the best thing to give the player as an option, yet people want the ability to start with Destroyers. So, here's a question for you:

Do I redo Better Beginning to completely overhaul how the game starts you, and give the player bigger fleet options? There's a couple of ways I would consider doing this:

- The Nexerelin method: Give the player a selection of "fleet types", (single frigate, small convoy, military detatchment, etc.) each with a preset selection of ships, and perhaps a flag that specifies each fleet type as a difficulty level.
- The chain method (stockalike): Expand the number of times the player is given a choice when making their fleet, so the same as the current method but they could choose from different selections to get three or four ships in total.
- The "Bigger first" method: Similar to above, but make the players flagship something a little bigger. This would be the simplest "destroyer start" method.
- The career choices method: Instead of giving the player ship options, return to what was done a long time ago for Starsector where you go through what was effectively a questionaire that built up your past career and life in the sector, then decided on your ship(s) depending on that. At each stage (question) I could the player a ship without announcing it, then at the end show the player what their fleet and situation is. While this method sounds fun on paper, it's also the one that gives the player the least control over their ships, and would work best for a role-play scenario where the player takes what comes.

If anyone has a better idea for a method, please do share. ;) Bear in mind that I'd still prefer to keep things simple if at all possible.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Hussar on May 05, 2017, 05:20:34 PM
To be fair the start ship choice is made within the tutorial's sytem salvage field. And since you have access to these ships wether you do the tutorial or not I'm not that concerned with the limited choice.

Hmm, good point. I suppose my biggest fear is that I'll give the player a ship option that allows them to fly through the tutorial without finding it challenging and/or fun at all. If the player chooses to play the tutorial, I'd rather keep it fun for them. But then again, I have weird fundamentals, so I guess other people need to tell me if that's a good idea or not. So far it seems not.
fer to keep things simple if at all possible.

Well, to be honest. A new player is rather not going to install the mod on his first day of playing starsector.

Quote
So, interestingly, it seems that perhaps the Tempest isn't the best thing to give the player as an option, yet people want the ability to start with Destroyers. So, here's a question for you:

Do I redo Better Beginning to completely overhaul how the game starts you, and give the player bigger fleet options? There's a couple of ways I would consider doing this:

- The Nexerelin method: Give the player a selection of "fleet types", (single frigate, small convoy, military detatchment, etc.) each with a preset selection of ships, and perhaps a flag that specifies each fleet type as a difficulty level.
- The chain method (stockalike): Expand the number of times the player is given a choice when making their fleet, so the same as the current method but they could choose from different selections to get three or four ships in total.
- The "Bigger first" method: Similar to above, but make the players flagship something a little bigger. This would be the simplest "destroyer start" method.
- The career choices method: Instead of giving the player ship options, return to what was done a long time ago for Starsector where you go through what was effectively a questionaire that built up your past career and life in the sector, then decided on your ship(s) depending on that. At each stage (question) I could the player a ship without announcing it, then at the end show the player what their fleet and situation is. While this method sounds fun on paper, it's also the one that gives the player the least control over their ships, and would work best for a role-play scenario where the player takes what comes.

If anyone has a better idea for a method, please do share. Wink Bear in mind that I'd still prefer to keep things simple if at all possible.

Either of the last 2 honestly. I liked the "career" building but at the same time I would go with the current form for a while (though the one-liners for description before you even hoover your cursor over them are really nice!). So rather "Bigger first"...

but

If we wanna add in destroyers as a choice (and then I guess perhaps lil bigger transports?) - I would cut off the high-tech ships like Tempest namely. As for destroyer's, well we don't have a huge choice but I don't feel like it would be proper to go "tempest route" aka letting start with a Medusa for example. I would keep down to the enforcer or hammerhead (with mule & buffallo for less/non combat paths?*). I would even think that in case of enforcer or hammerhead perhaps they could come in with one d-mod? Though this starts some problems cuz if it's going to be a pres-elected one, some ppl might not like it. If it's going to be random, some people will get the least desirable d-mod... So I don't know.

But for "destroyer tab choice" I would propose; Hammerhead, Enforcer, Mule, Buffalo. Then frigate ship choice and the last support ship choice.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: AxleMC131 on May 05, 2017, 05:50:40 PM
Well, to be honest. A new player is rather not going to install the mod on his first day of playing starsector.

True. Very true.


Either of the last 2 honestly. I liked the "career" building but at the same time I would go with the current form for a while (though the one-liners for description before you even hoover your cursor over them are really nice!). So rather "Bigger first"...

but

If we wanna add in destroyers as a choice (and then I guess perhaps lil bigger transports?) - I would cut off the high-tech ships like Tempest namely. As for destroyer's, well we don't have a huge choice but I don't feel like it would be proper to go "tempest route" aka letting start with a Medusa for example. I would keep down to the enforcer or hammerhead (with mule & buffallo for less/non combat paths?*). I would even think that in case of enforcer or hammerhead perhaps they could come in with one d-mod? Though this starts some problems cuz if it's going to be a pres-elected one, some ppl might not like it. If it's going to be random, some people will get the least desirable d-mod... So I don't know.

But for "destroyer tab choice" I would propose; Hammerhead, Enforcer, Mule, Buffalo. Then frigate ship choice and the last support ship choice.

Hmm, I'd prefer not to give players ships with D-mods to start with if I can avoid it. It's not hard to do, it just feels cheap. On the other hand, I wouldn't be against giving the player a ship without a full complement of weapons. Just requires a custom variant with some empty slots - that way the start is balanced, and the player has to find some extra weapons before they can take full advantage of a destroyer start - it slows them down a little without being a permanent debuff.

As for the selection, I wasn't even thinking about putting the Medusa in the lineup. XD Goodness me, no way. Hammerhead/Enforcer/Mule/Buffalo feels good, although if I was going to give them a pirate option I'd give them the Buffalo MkII option. Then, if people think that's a stupid idea, I can also grant them the "Front Shield Generator" hullmod.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Hussar on May 05, 2017, 06:20:29 PM
Oh, yeah I just wanted to have it balanced so hence why D-mod thought - perhaps in the future something will still change about them but I guess you're right.
So not complete/best weapons loadout works too I think. It actually made me look, and for example Enforcer have an "outdated" variant & hammerhead have a "tutorial" one - both which could been used as starting options? :P

After all, destroyer is a destroyer. But it will leave up to the players to gear it up to suit their gamestyle and in general be an effective type of dd.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Midnight Kitsune on May 05, 2017, 06:26:45 PM
I think a Hammerhead would be a good starting destroyer. Decently cheap to use, nice shield coverage, hybrid mounts and Ammo Feeder
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: AxleMC131 on May 05, 2017, 06:30:30 PM
Oh, yeah I just wanted to have it balanced so hence why D-mod thought - perhaps in the future something will still change about them but I guess you're right.
So not complete/best weapons loadout works too I think. It actually made me look, and for example Enforcer have an "outdated" variant & hammerhead have a "tutorial" one - both which could been used as starting options? :P

True. Don't forget I can do custom variants, so if I want to make something explicitly an "early start" loadout, then I can do that.


I think a Hammerhead would be a good starting destroyer. Decently cheap to use, nice shield coverage, hybrid mounts and Ammo Feeder

Yep, it's arguably one of the best destroyers for being versatile, forgiving and reliable.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Tartiflette on May 05, 2017, 11:05:31 PM
Also, in what universe starting with an Enforcer D that has a few D mods and a Buffalo MK.2 would be easier than a fricking Tempest!???
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: AxleMC131 on May 05, 2017, 11:10:46 PM
Also, in what universe starting with an Enforcer D that has a few D mods and a Buffalo MK.2 would be easier than a fricking Tempest!???

Mmm, again, it's my stupid fundamentals.  :-\ It's not a matter of easier, it's a matter of "starting with destroyers". However, having had that discussion, I think I may need to bite the bullet and go for a full redo of the ship selection sequence.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Tartiflette on May 05, 2017, 11:12:40 PM
It's just an excuse to have a Pirate start that is not a slog in a Hound D plus a Mudskipper MK.2
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: AxleMC131 on May 05, 2017, 11:34:06 PM
It's just an excuse to have a Pirate start that is not a slog in a Hound D plus a Mudskipper MK.2

Yeah, true. As previously mentioned, I'd love to give the player the option to start as a Buffalo MkII (or at least with one), and if that's not good enough for people then I'll give them the Front Shield Generator hullmod to stick on it too.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: adimetro00 on May 06, 2017, 09:16:32 PM
Are there any frigs that should not be given to the player at the start of the game? Like the Afflictor, for instance.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: AxleMC131 on May 06, 2017, 09:27:04 PM
Are there any frigs that should not be given to the player at the start of the game? Like the Afflictor, for instance.

As far as I want to keep the game starts balanced, definitely. I'm not including any phase-ships (Afflictor and Shade), and also rare ships like the Hyperion and Omen. The Tempest was the limit of what I would consider allowing the player to start with, but even that is pretty damn powerful and may be removed when I get to overhauling this mod.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Hussar on May 06, 2017, 09:35:17 PM
Are there any frigs that should not be given to the player at the start of the game? Like the Afflictor, for instance.

As far as I want to keep the game starts balanced, definitely. I'm not including any phase-ships (Afflictor and Shade), and also rare ships like the Hyperion and Omen. The Tempest was the limit of what I would consider allowing the player to start with, but even that is pretty damn powerful and may be removed when I get to overhauling this mod.


I hope you'll remove it. Tempest is definitely too strong to be a starter ship. It's also a rarity on the markets so it feels like cheating to have it as starter option.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: AxleMC131 on May 06, 2017, 09:51:18 PM
I hope you'll remove it. Tempest is definitely too strong to be a starter ship. It's also a rarity on the markets so it feels like cheating to have it as starter option.

Yeah. I think the problem was that I was judging its rarity by how often I see it in Independent and TT patrols - not that uncommon. But still a lot rarer than a bunch of other ships.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Hussar on May 06, 2017, 10:59:07 PM
Well, if to judge rarity by these standards, the galaxy is overflown with Monitors apparently. But I've never ever seen one on the market :P
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: AxleMC131 on May 06, 2017, 11:26:30 PM
Well, if to judge rarity by these standards, the galaxy is overflown with Monitors apparently. But I've never ever seen one on the market :P

Hehe, true that. Speaking of, would people be against having the Monitor as a starting option? If only for the collectability - it certainly isn't overpowered.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Hussar on May 06, 2017, 11:52:41 PM
Actually I think it would be a great option. After all, we got the wolf which is (supposed to be rarer btw) an offensive frigate, while Lasher is super universal. Monitor is heavy on a defense, and it's the slowest. There's nothing OP in it really i'd say (codex description is actually suggesting the opposite :P ).

Also I was thinking, since you're adding 'destroyer' category. How you'd feel about letting player to start in condor (with talon's and piranha's)? It's destroyer sized after all, hence the thought. That would fill the last gap giving a full range of starting paths.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: McTrigger on May 06, 2017, 11:55:06 PM

Well, to be honest. A new player is rather not going to install the mod on his first day of playing starsector.


Ahem, I did. First hour even.

Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: AxleMC131 on May 07, 2017, 12:04:43 AM
Ahem, I did. First hour even.

Be careful then.  :-\ It's easy to get caught out.

Personally I recommend players spend time in vanilla before trying mods. And that goes for every game, not just Starsector. But then again, we can't stop you if you'd rather see what mods have to offer. And I won't lie, Starsector's modding community is exceptional.  ;)
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Sy on May 07, 2017, 05:24:24 AM
Yeah. I think the problem was that I was judging its rarity by how often I see it in Independent and TT patrols - not that uncommon. But still a lot rarer than a bunch of other ships.
it also has the credits cost of a light cruiser!

although, personally, i feel that's not quite justified. Tempest is great, but it shouldn't cost more than a Scarab, Medusa, or Falcon. same goes for the phase frigates.


Ahem, I did. First hour even.
welcome to the forum and to the game, then. ^^


Personally I recommend players spend time in vanilla before trying mods. And that goes for every game, not just Starsector. But then again, we can't stop you if you'd rather see what mods have to offer. And I won't lie, Starsector's modding community is exceptional.  ;)
i agree on all of these points. :]
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Tartiflette on May 07, 2017, 05:49:10 AM
[...] it certainly isn't overpowered.
Is it?
Spoiler
https://youtu.be/nnHg9CZP1QU
[close]
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Histidine on May 07, 2017, 06:10:03 AM
Well, if to judge rarity by these standards, the galaxy is overflown with Monitors apparently. But I've never ever seen one on the market :P

Hehe, true that. Speaking of, would people be against having the Monitor as a starting option? If only for the collectability - it certainly isn't overpowered.
Nexerelin had the Monitor as the own faction/free start solo starting frigate for a while. IIRC it was considered very annoying due to the difficulty involved in killing anything else with such a slow, undergunned ship. (Now it's been replaced with Centurion, which probably isn't an improvement).
Monitor work quite well as a wingman option; distract enemies while player ship does the killing.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Sy on May 07, 2017, 06:29:54 AM
Is it?
spoilers! D:
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Hussar on May 07, 2017, 06:30:45 AM
[...] it certainly isn't overpowered.
Is it?

Spoiler
Holyshiet!




Now we know why it isn't being sold to the player in 0.8!!!
[close]
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: AxleMC131 on May 07, 2017, 05:07:38 PM
Actually I think it would be a great option. After all, we got the wolf which is (supposed to be rarer btw) an offensive frigate, while Lasher is super universal. Monitor is heavy on a defense, and it's the slowest. There's nothing OP in it really i'd say (codex description is actually suggesting the opposite :P ).

Agreed.


Also I was thinking, since you're adding 'destroyer' category. How you'd feel about letting player to start in condor (with talon's and piranha's)? It's destroyer sized after all, hence the thought. That would fill the last gap giving a full range of starting paths.

It's incredibly tempting, but I've often found the Condor to be a rubbish flagship early-game, but the other option (Drover) is maybe a little too powerful for a start. This is something that'll require testing.


[Monitor] certainly isn't overpowered.
Is it?
Spoiler
https://youtu.be/nnHg9CZP1QU
[close]

Dammit Tart. ;D


Nexerelin had the Monitor as the own faction/free start solo starting frigate for a while. IIRC it was considered very annoying due to the difficulty involved in killing anything else with such a slow, undergunned ship. (Now it's been replaced with Centurion, which probably isn't an improvement).
Monitor work quite well as a wingman option; distract enemies while player ship does the killing.

Yeah, I remember that Nex. had the Monitor as a starting ship. A fair-enough custom loadout too, which I'd probably use something similar to here. I agree it's not good on its own, but remember that no matter what I make with Better Beginning I'm never going to start the player with a single ship. Fleet Combat being as important as it is in 0.8, the Monitor might be a good grab for escort.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Hussar on May 07, 2017, 05:38:32 PM
It's incredibly tempting, but I've often found the Condor to be a rubbish flagship early-game, but the other option (Drover) is maybe a little too powerful for a start. This is something that'll require testing.
Nah, don't even think of Drover. It's too strong. Condor is all right carrier start. Yeah, it's not the best but neither is Lasher/Wolf/Monitor a best frigate.

Yeah, I remember that Nex. had the Monitor as a starting ship. A fair-enough custom loadout too, which I'd probably use something similar to here. I agree it's not good on its own, but remember that no matter what I make with Better Beginning I'm never going to start the player with a single ship. Fleet Combat being as important as it is in 0.8, the Monitor might be a good grab for escort.

Yep, especially if you'll allow to take a destroyer sized 3rd ship to it (though would be nice if you added an option to not take 3rd ship in exchange for cash or something?). Actually monitor & condor sounds like a good combo.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: AxleMC131 on May 07, 2017, 05:47:37 PM
Nah, don't even think of Drover. It's too strong. Condor is all right carrier start. Yeah, it's not the best but neither is Lasher/Wolf/Monitor a best frigate.

Hmm, I suppose. Especially with a multiple-ship start, it could be a good pickup.


... the Monitor might be a good grab for escort.

Yep, especially if you'll allow to take a destroyer sized 3rd ship to it (though would be nice if you added an option to not take 3rd ship in exchange for cash or something?). Actually monitor & condor sounds like a good combo.

Well, I won't be giving the player the option to say "Nah, don't give me this ship option, I'll take some extra cash/reputation instead". That's not what I want to be doing: I want those additional bonuses to tie in with the ships they pick.

In other words, just because you have to pick a ship of some kind at every stage, doesn't mean you're missing out on other benefits. Don't forget the current version of BB gives you the option to start as a "Successful smuggler", piloting a Cerberus and with a load of extra cash. Everything will (hopefully) tie together.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Hussar on May 07, 2017, 05:55:30 PM
In other words, just because you have to pick a ship of some kind at every stage, doesn't mean you're missing out on other benefits. Don't forget the current version of BB gives you the option to start as a "Successful smuggler", piloting a Cerberus and with a load of extra cash. Everything will (hopefully) tie together.

I didn't forget. I just didn't knew how to spell it out right I suppose. But yeah, you're right, if someone don't wanna a destroyer or carrier, they can pick up buffalo or mule - which I hope will come in with something nice ;)
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Morbo513 on May 07, 2017, 06:01:59 PM
Honestly I find the Wolf to be too powerful a starting ship. I'd like more options for absolute rust-buckets, even (D) variants, as well as faction alignment options.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: AxleMC131 on May 07, 2017, 06:35:41 PM
Honestly I find the Wolf to be too powerful a starting ship. I'd like more options for absolute rust-buckets, even (D) variants, as well as faction alignment options.

Faction alignment is something I desperately want to do, but can't change with the current new-game-creation sequence.  :'( Pretty confident I'll be able to tackle that in 0.8.1 though, so it'll hopefully be a thing eventually.

As for "rust-bucket" starts, I can appreciate that.  ;) It does feel more interesting starting with something slightly lower quality than other options - I just don't want to make the mistake of giving the player an absolutely trash ship that no-one will ever pick (cough cough Hermes (D) cough).
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Hussar on May 07, 2017, 08:23:51 PM
(cough cough Hermes (D) cough).
(mudskipper mk.II -cough- with destroyed weapon mounts cough)
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: AxleMC131 on May 07, 2017, 09:32:30 PM
(cough cough Hermes (D) cough).
(mudskipper mk.II -cough- with destroyed weapon mounts cough)

XD Jeez, if you could even get one of those... And it'd probably still be better than a Hermes (D) because the Mudskipper MkII retains the full cargo and crew capacity of the MkI !
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: Hussar on May 08, 2017, 06:11:06 AM
(cough cough Hermes (D) cough).
(mudskipper mk.II -cough- with destroyed weapon mounts cough)

XD Jeez, if you could even get one of those... And it'd probably still be better than a Hermes (D) because the Mudskipper MkII retains the full cargo and crew capacity of the MkI !

Hermes can at least run and shield the cargo it has (unless degraded engines cough)! Plus little crew needed for it to operate.
Title: Re: [0.8a] Better Beginning v0.2 - Broaden your options!
Post by: AxleMC131 on May 08, 2017, 03:44:46 PM
Hermes can at least run and shield the cargo it has (unless degraded engines cough)! Plus little crew needed for it to operate.

Aye, Hermes (D) can't. Besides, the Mudskipper MkII has Manoeuvring Jets as well.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: AxleMC131 on May 14, 2017, 07:39:21 PM
Update: Version 0.3 (Overhaul #1 - Experimental)

Experimental redo of the ship selection process, including an overhaul of the ships involved, temporary withdrawal of the additional (non-ship) benefits, and inclusion of an interactive narrative format.

Check the OP for more details.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: PCCL on May 14, 2017, 11:05:42 PM
really like what you've done here axle, thanks!

probably gonna be starting a new playthrough with this on tomorrow
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: AxleMC131 on May 15, 2017, 12:44:58 AM
really like what you've done here axle, thanks!

probably gonna be starting a new playthrough with this on tomorrow

 ;D Best of luck with it!
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: Hussar on May 15, 2017, 07:23:14 AM
So, I get it that v0.3 is a test so I won't be complaining on a very limited and narrow ship choices (still would love to see the condor as an option!) nor lack of benefits (:

So - moving these aside - I really like it however. It's quite well written and a pleasure to read.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: AxleMC131 on May 15, 2017, 04:23:56 PM
So, I get it that v0.3 is a test so I won't be complaining on a very limited and narrow ship choices (still would love to see the condor as an option!) nor lack of benefits (:

Aye, I want to include the Condor and reintroduce the benefits. The hard part is getting it to all make sense in the grand scheme of things - the current narrative (which I'm very glad you like!) will probably be scrapped (heh) for upcoming versions while I try out different formats.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: Clutch31313 on May 16, 2017, 09:53:03 AM
It looks like I may be the only one who prefers 0.2. I actually prefer to start my new games with as few ships as possible, and forcing me to start with a fleet when all I ever really want are one or two ships is a bit much. Also, I had a lot of fun starting off in a Tempest last game. While the new version is well-written and provides a more fleshed-out role-playing experience, I feel much more limited in my choices. Anyway, great work on the mod! I'm still enjoying .2!
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: Serenitis on May 16, 2017, 11:23:58 AM
The new narrative is both amusing and very in keeping with the setting. It'd be a shame if it went away entirely. ;)
I am also very much a fan of the wannabe pirate comedy start option, and so naturally chose it because reasons.

Aye, I want to include the Condor and reintroduce the benefits. The hard part is getting it to all make sense in the grand scheme of things
Add it as either the starting destroyer, or the escort ship with the caveat that choosing the Condor locks out any further choices as you're effectively getting 2 destroyers.

I actually prefer to start my new games with as few ships as possible
As much as I love destroyer starts in order to skip things I don't like, this guy has a point.
Maybe next version could have a range of choices at the first step, and at every point along the way you have the option to refuse any further "help" and just start with whatever you have picked so far. This also helps make the Condor quandry above a little easier to solve.
Also a good opportunity for the dealer to offer some smug comment about overconfident kids these days etc...

Excellent work so far.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: AxleMC131 on May 16, 2017, 05:10:03 PM
It looks like I may be the only one who prefers 0.2. I actually prefer to start my new games with as few ships as possible, and forcing me to start with a fleet when all I ever really want are one or two ships is a bit much. Also, I had a lot of fun starting off in a Tempest last game. While the new version is well-written and provides a more fleshed-out role-playing experience, I feel much more limited in my choices. Anyway, great work on the mod! I'm still enjoying .2!

Well, everyone has a different way to play, that's for sure!  :P And it's one more thing I need to think about when it comes to further work on this mod - thanks for the feedback!


The new narrative is both amusing and very in keeping with the setting. It'd be a shame if it went away entirely. ;)
I am also very much a fan of the wannabe pirate comedy start option, and so naturally chose it because reasons.

I actually prefer to start my new games with as few ships as possible
As much as I love destroyer starts in order to skip things I don't like, this guy has a point.
Maybe next version could have a range of choices at the first step, and at every point along the way you have the option to refuse any further "help" and just start with whatever you have picked so far. This also helps make the Condor quandry above a little easier to solve.
Also a good opportunity for the dealer to offer some smug comment about overconfident kids these days etc...

Glad you're enjoying the format! :D


As for the smaller start, I think it's definitely to be thought about. One method I had considered is, instead of starting right away with ship options, give the player a "Fleet Difficulty" option (say, "Beginner", "Normal", and "Challenge") which then gives them three different sets of options (with some possible overlaps where necessary) with ships at what I would consider to be those difficulties.

That would be separate from the "Campaign Difficulty" of course. This just says, "Oh, I'm new / I want a more relaxing start, start with a slightly bigger fleet, maybe some more money, with more run-of-the-mill easy to understand ships," while the Challenge difficulty would be more of "Give me a notably difficult set of starting ships and make me work for survival."

Thoughts?
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: sirboomalot on May 16, 2017, 07:58:08 PM
Maybe throw in an option for frigate lovers even where the other choices offer destroyers or larger? I'd take two wolves or even a wolf and a hound over a single hammerhead any day, for example.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: isaacssv552 on May 17, 2017, 02:17:40 AM
It looks like I may be the only one who prefers 0.2. I actually prefer to start my new games with as few ships as possible, and forcing me to start with a fleet when all I ever really want are one or two ships is a bit much. Also, I had a lot of fun starting off in a Tempest last game. While the new version is well-written and provides a more fleshed-out role-playing experience, I feel much more limited in my choices. Anyway, great work on the mod! I'm still enjoying .2!

Well, everyone has a different way to play, that's for sure!  :P And it's one more thing I need to think about when it comes to further work on this mod - thanks for the feedback!


The new narrative is both amusing and very in keeping with the setting. It'd be a shame if it went away entirely. ;)
I am also very much a fan of the wannabe pirate comedy start option, and so naturally chose it because reasons.

I actually prefer to start my new games with as few ships as possible
As much as I love destroyer starts in order to skip things I don't like, this guy has a point.
Maybe next version could have a range of choices at the first step, and at every point along the way you have the option to refuse any further "help" and just start with whatever you have picked so far. This also helps make the Condor quandry above a little easier to solve.
Also a good opportunity for the dealer to offer some smug comment about overconfident kids these days etc...

Glad you're enjoying the format! :D


As for the smaller start, I think it's definitely to be thought about. One method I had considered is, instead of starting right away with ship options, give the player a "Fleet Difficulty" option (say, "Beginner", "Normal", and "Challenge") which then gives them three different sets of options (with some possible overlaps where necessary) with ships at what I would consider to be those difficulties.

That would be separate from the "Campaign Difficulty" of course. This just says, "Oh, I'm new / I want a more relaxing start, start with a slightly bigger fleet, maybe some more money, with more run-of-the-mill easy to understand ships," while the Challenge difficulty would be more of "Give me a notably difficult set of starting ships and make me work for survival."

Thoughts?
Maybe give fleet size options ranging from Frigate to Frigate+Support to the current Destroyer+Frigate+Support. Each individual ship could then have three options such as Good (e.g. Tempest), Average (e.g. Hammerhead), and Challenge (e.g. Mudskipper Mk. 2).
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: Hussar on May 17, 2017, 04:30:56 AM
As for the smaller start, I think it's definitely to be thought about. One method I had considered is, instead of starting right away with ship options, give the player a "Fleet Difficulty" option (say, "Beginner", "Normal", and "Challenge") which then gives them three different sets of options (with some possible overlaps where necessary) with ships at what I would consider to be those difficulties.

That would be separate from the "Campaign Difficulty" of course. This just says, "Oh, I'm new / I want a more relaxing start, start with a slightly bigger fleet, maybe some more money, with more run-of-the-mill easy to understand ships," while the Challenge difficulty would be more of "Give me a notably difficult set of starting ships and make me work for survival."

Thoughts?

That's one way to do it but also unnecessary one? I mean that it can be done in a simpler way and no less amusing one. Your writing is really good (if you're not a roleplayer then you've got to be a writer I bet), and for 90% players willing to skip anything, it will be a destroyer choice. I for example would like if trying to have a 'smuggler' start. I think it could be totally possible and reasonable to add a final line 'scoffing' at the dealer that you/we want something faster and with a smaller profile. I can really imagine a nice description there ending with brackets saying that we'll skip that ship choice.


If done once (and granting that in future ship choices will be expanded) it shouldn't turn out to be any issue at all. There gonna be still frigate and support ship choices to make.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: BHunterSEAL on May 20, 2017, 12:18:11 AM
It looks like I may be the only one who prefers 0.2. I actually prefer to start my new games with as few ships as possible, and forcing me to start with a fleet when all I ever really want are one or two ships is a bit much. Also, I had a lot of fun starting off in a Tempest last game. While the new version is well-written and provides a more fleshed-out role-playing experience, I feel much more limited in my choices. Anyway, great work on the mod! I'm still enjoying .2!

Well, everyone has a different way to play, that's for sure!  :P And it's one more thing I need to think about when it comes to further work on this mod - thanks for the feedback!


The new narrative is both amusing and very in keeping with the setting. It'd be a shame if it went away entirely. ;)
I am also very much a fan of the wannabe pirate comedy start option, and so naturally chose it because reasons.

I actually prefer to start my new games with as few ships as possible
As much as I love destroyer starts in order to skip things I don't like, this guy has a point.
Maybe next version could have a range of choices at the first step, and at every point along the way you have the option to refuse any further "help" and just start with whatever you have picked so far. This also helps make the Condor quandry above a little easier to solve.
Also a good opportunity for the dealer to offer some smug comment about overconfident kids these days etc...

Glad you're enjoying the format! :D


As for the smaller start, I think it's definitely to be thought about. One method I had considered is, instead of starting right away with ship options, give the player a "Fleet Difficulty" option (say, "Beginner", "Normal", and "Challenge") which then gives them three different sets of options (with some possible overlaps where necessary) with ships at what I would consider to be those difficulties.

That would be separate from the "Campaign Difficulty" of course. This just says, "Oh, I'm new / I want a more relaxing start, start with a slightly bigger fleet, maybe some more money, with more run-of-the-mill easy to understand ships," while the Challenge difficulty would be more of "Give me a notably difficult set of starting ships and make me work for survival."

Thoughts?

Yes please!
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: grinningsphinx on May 21, 2017, 08:40:13 AM
As for the smaller start, I think it's definitely to be thought about. One method I had considered is, instead of starting right away with ship options, give the player a "Fleet Difficulty" option (say, "Beginner", "Normal", and "Challenge") which then gives them three different sets of options (with some possible overlaps where necessary) with ships at what I would consider to be those difficulties.

That would be separate from the "Campaign Difficulty" of course. This just says, "Oh, I'm new / I want a more relaxing start, start with a slightly bigger fleet, maybe some more money, with more run-of-the-mill easy to understand ships," while the Challenge difficulty would be more of "Give me a notably difficult set of starting ships and make me work for survival."

Thoughts?

Please, do it! I want to start with a single Kite shuttle with very few credits and a negative reputation with the Hegemony.
I wanted to role-play as someone who hates the Hegemony, but the forced tutorial made sure I wouldn't be able to do that (so I'm playing 0.7.2 instead, lol).


You can skip the tutorial...its makes the game quite a bit harder:)
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: SleepingDragon on May 28, 2017, 04:29:16 AM
Is their going to be a pirate friendly start? I want a difficult start with other factions hostile.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: Bastion.Systems on May 28, 2017, 05:00:47 AM
It looks like I may be the only one who prefers 0.2. I actually prefer to start my new games with as few ships as possible, and forcing me to start with a fleet when all I ever really want are one or two ships is a bit much. Also, I had a lot of fun starting off in a Tempest last game. While the new version is well-written and provides a more fleshed-out role-playing experience, I feel much more limited in my choices. Anyway, great work on the mod! I'm still enjoying .2!

I also switched back to .2, maybe I am weird but I also disliked the change to start with 2 ships in 0.8.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: Shodan13 on June 07, 2017, 03:12:44 PM
Any chance of an update for 0.8.1a? It really makes the beginning more fun, but I'd also prefer varied options for a easier or harder start instead of just stacking you with a bunch of awesome ships.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: AxleMC131 on June 07, 2017, 03:24:50 PM
Any chance of an update for 0.8.1a? It really makes the beginning more fun, but I'd also prefer varied options for a easier or harder start instead of just stacking you with a bunch of awesome ships.

I've got a few format concepts in the works, but this mod is actually the hardest one to to! I'm struggling to put in all the factors that people enjoy, and I'm having to make sacrifices to get a working system. So, I'd like to update it (even though with Nexerelin and Dynasector updated it's basically obselete) but it won't be for a while.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: StarSchulz on June 08, 2017, 08:08:04 AM
I guess i should say, while running dynasector only, it gives you the option to start with the vanilla starting options, where this mod works fine. so there it should be compatible just fine.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: Shodan13 on June 08, 2017, 09:57:38 AM
Ideally I'd love to see the game officially have a point based system where you can buy your starting ships, weapons, officers, skills and faction relations.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: AxleMC131 on June 08, 2017, 04:13:14 PM
I guess i should say, while running dynasector only, it gives you the option to start with the vanilla starting options, where this mod works fine. so there it should be compatible just fine.

Really? Hmm, this is contrary to what people informed me of on Discord. Are you sure it's giving you Better Beginning options, not Dynasector options?


Ideally I'd love to see the game officially have a point based system where you can buy your starting ships, weapons, officers, skills and faction relations.

Perhaps, but if you gave the player X number of points and then allowed them to spend those to buy ships/weapons/officers/change relations/etc. then the system will undoubtedly end up being cheesed by people, say, putting all their points into a phase ship or something and either A) stomping the entire early-game or B) running out of supplies and raging at the game for being dumb.

It would have to be a carefully metered mechanic, and even then may end up causing more confusion (with yet another number the player has to keep track of) than is worth it. If I was to use such a format for Better Beginning, I'd present it as an initial number of credits that the player can spend to buy ships and additional weapons/goods (from a limited selection), similar to how you might choose to play in a normal game if you skip the tutorial, but through the game creation process.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: Shodan13 on June 09, 2017, 09:27:07 AM
Ideally I'd love to see the game officially have a point based system where you can buy your starting ships, weapons, officers, skills and faction relations.

Perhaps, but if you gave the player X number of points and then allowed them to spend those to buy ships/weapons/officers/change relations/etc. then the system will undoubtedly end up being cheesed by people, say, putting all their points into a phase ship or something and either A) stomping the entire early-game or B) running out of supplies and raging at the game for being dumb.

It would have to be a carefully metered mechanic, and even then may end up causing more confusion (with yet another number the player has to keep track of) than is worth it. If I was to use such a format for Better Beginning, I'd present it as an initial number of credits that the player can spend to buy ships and additional weapons/goods (from a limited selection), similar to how you might choose to play in a normal game if you skip the tutorial, but through the game creation process.
Maybe having the vanilla as the recommended option with the points system unlocking after one playthrough?

I don't think the balance is a huge concern, it's a sandbox and if you want to cheese it, you will always be able to. This would just make for interesting playthoughs without the extra busywork at the beginning, like setting all factions to negative opinions or going full merchant.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: AxleMC131 on June 09, 2017, 07:19:18 PM
Maybe having the vanilla as the recommended option with the points system unlocking after one playthrough?

Hmm, perhaps. I think the setup for forcing you to play the campaign tutorial first time works on something like this, and has a reference of some kind in the rules.csv. Could bear a little research.


I don't think the balance is a huge concern, it's a sandbox and if you want to cheese it, you will always be able to.

I thoroughly disagree with this. If you want to be able to pick from any and every ship, weapon and then screw around with faction relationships, you're looking at the wrong mod.

I hold balance in extremely high esteem. Sure, Starsector is somewhat a "sandbox" game in the sense that it's a story-less open world game. That doesn't mean balance isn't relevant. If anything it makes it more important because there are no missions or stories or quests that the player does in a particular order that would otherwise affect their progression. You start small and weak, you have awesome adventures and epic battles, and you get bigger and stronger - that's the point of Starsector IMHO. If you were to start the player with top-end stuff, suddenly there's no progression whatever and you're just flying around stomping stuff.

If that's the way you prefer to play, then I can't argue with that, but once again this is not the mod for that. Better Beginning's objective is just to add a little more variety and focus to the ship selection at the start of a game. Sorry, but that's the way it is. If you want to cheese the early-game, I can only point you in the direction of Console Commands if you haven't already tried it.


This would just make for interesting playthoughs without the extra busywork at the beginning, like setting all factions to negative opinions or going full merchant.

Contrary to the above, this is an objective of this mod. As yet I don't know how to change faction relationships, but suggesting more specific roles for your game is definitely something I want to encourage.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: PyroFuzz on October 05, 2017, 01:13:15 PM
I feel like it would be nice to be able to integrate this mod into Nexerelin. I honestly like this kind better: You would choose a faction and then choose your ships rather than a set load out of ships you have to choose from.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: AxleMC131 on October 05, 2017, 09:35:13 PM
I feel like it would be nice to be able to integrate this mod into Nexerelin. I honestly like this kind better: You would choose a faction and then choose your ships rather than a set load out of ships you have to choose from.

You do know that there's an option to randomize the starting ships in Nexerelin, right? And there's no limit to how much you reroll the ships - you can spam the button until you get a fleet you like the look of. :P

I should say though, that this mod is technically discontinued and soon enough will be officially so. I'm working on a spiritual successor that will be far, far more exciting and original.  ;D Though Nex compatibility has yet to be attempted or even theorized so far.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: dk1332 on October 06, 2017, 05:16:52 AM
You do know that there's an option to randomize the starting ships in Nexerelin, right? And there's no limit to how much you reroll the ships - you can spam the button until you get a fleet you like the look of. :P

There's actually has a limit on what ships you get on the randomization. Nex uses a list of ships for each faction (even the player faction and solo mode) to be generated as starting ships. It just depends if you want to change it yourself.

Quote
I'm working on a spiritual successor that will be far, far more exciting and original. 

 :o
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: Sy on October 07, 2017, 04:20:28 AM
There's actually has a limit on what ships you get on the randomization. Nex uses a list of ships for each faction (even the player faction and solo mode) to be generated as starting ships. It just depends if you want to change it yourself.
you can always just use the Console Commands mod to create your own custom start, if you feel like it. that's what i usually do, and it only takes a couple of minutes. :]
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: Szasz on January 01, 2021, 06:22:07 PM
I wonder if this works on 9.1 if I choose to ban Nexerelin.
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: AxleMC131 on January 04, 2021, 01:13:26 AM
I wonder if this works on 9.1 if I choose to ban Nexerelin.

I highly doubt this mod will work with 0.9, though you are welcome to try. As this mod was discontinued in 2017 however I can’t say how it might screw things up if it even starts enabled.

With all that aside, there is really no reason to use Better Beginning over Nexerelin. The latter does much the same job far better and more smoothly, and has a much more established history. If you want to just avoid certain features Nex comes with, I’m sure you can toggle those things in the mod’s settings file.

(In aside, it is technically against the forum rules to necro old threads like this, though the context is relevant. In future, feel free to PM such questions.)
Title: Re: [0.8a] Better Beginning v0.3 - Create the Story!
Post by: Szasz on January 06, 2021, 09:02:14 AM
I wonder if this works on 9.1 if I choose to ban Nexerelin.

I highly doubt this mod will work with 0.9, though you are welcome to try. As this mod was discontinued in 2017 however I can’t say how it might screw things up if it even starts enabled.

With all that aside, there is really no reason to use Better Beginning over Nexerelin. The latter does much the same job far better and more smoothly, and has a much more established history. If you want to just avoid certain features Nex comes with, I’m sure you can toggle those things in the mod’s settings file.

(In aside, it is technically against the forum rules to necro old threads like this, though the context is relevant. In future, feel free to PM such questions.)

Thanks a lot!