Fractal Softworks Forum

Starsector => General Discussion => Blog Posts => Topic started by: Alex on October 05, 2018, 03:12:14 PM

Title: Once More, with Feeling
Post by: Alex on October 05, 2018, 03:12:14 PM
Blog post here (http://fractalsoftworks.com/2018/10/05/once-more-with-feeling/).
Title: Re: Once More, with Feeling
Post by: Bribe Guntails on October 05, 2018, 03:55:25 PM
Excited!  ;D

I was a little afraid we'd be losing more nuanced optimizing of our Colony economy, but it's just condensing everything further into a more easily accessible system.
So the old 3-tab Economy overview window is now this current window with no tabs?
Title: Re: Once More, with Feeling
Post by: FooF on October 05, 2018, 03:58:39 PM
On one level, I feel bad because the previous iteration seemed pretty interesting and well-developed (which means a lot of thought and effort went into it). On the other hand, this new system looks/feels pretty intuitive, so I'm happy you went through the process. It's cool to see the market share impact and I agree with your assessment that it gives you a general overview of the Sector as a whole.

I can't imagine playtesting and having that gnawing thought in the back of your head going "this isn't working..." Ugh.  :-[
Title: Re: Once More, with Feeling
Post by: DrakonST on October 05, 2018, 04:06:51 PM
Quote
Of course, someone at Sindria is probably looking at a similar set of charts on their TriPad and fuming at the market share lost to an irritating upstart…

 :o

Hint about more deep faction war!
Title: Re: Once More, with Feeling
Post by: Alex on October 05, 2018, 04:33:46 PM
I was a little afraid we'd be losing more nuanced optimizing of our Colony economy, but it's just condensing everything further into a more easily accessible system.
So the old 3-tab Economy overview window is now this current window with no tabs?

Yeah, but it's got 2 tabs - "Producers" and "Consumers".

On one level, I feel bad because the previous iteration seemed pretty interesting and well-developed (which means a lot of thought and effort went into it). On the other hand, this new system looks/feels pretty intuitive, so I'm happy you went through the process. It's cool to see the market share impact and I agree with your assessment that it gives you a general overview of the Sector as a whole.

Yeah, it just didn't work, unfortunately. Some stuff I didn't go into too much, for example: it was possible to rake in insane profits by stacking accessibility, right. So I had to put in an "overhead" mechanic which was just diminishing returns for profits from exporting and it just kept getting uglier and uglier. And all the time spent trying to figure out the colony-colony relationships with the outcome just being "need to stack X% more accessibility" which is a lot of work for not very exciting gameplay.

I mean, now you still need to stack accessibility - or at least, want to - but there's no hard cutoff and it's just an easy thing you do, not something you dig around in for a long time. In general the goal is to have the system be clear and simple enough that it's sort of just there making everything else possible, if that makes sense. This most recent paring down feels like a huge step towards that.

Definitely the thing I've wrestled with the most, probably owing to it plugging into too many things that just weren't there up until now.

I can't imagine playtesting and having that gnawing thought in the back of your head going "this isn't working..." Ugh.  :-[

Have to admit, that really wasn't fun. Like, "god damn it, but I just can't leave it like this, it's bad". Thankfully hit on a viable and not-too-different alternative fairly quickly.

Thank you for empathizing :)
Title: Re: Once More, with Feeling
Post by: Nick XR on October 05, 2018, 04:48:03 PM
Nice work Alex, better to take time and get it right.  As you know, with many things it's not possible to tell if they'll work/be fun until you try them.

Also thanks for the post, any and all are appreciated  :)
Title: Re: Once More, with Feeling
Post by: Arkiuz on October 05, 2018, 04:56:58 PM
Can we ban what we don't want from being traded?  Similar to how other factions would ban, say, drugs.
Title: Re: Once More, with Feeling
Post by: Voyager I on October 05, 2018, 05:58:26 PM
This is the first economy take that didn't make my brain bluescreen, so it's definitely a positive change.
Title: Re: Once More, with Feeling
Post by: Delta7 on October 05, 2018, 06:22:24 PM
Single player Eve online! I approve!
Title: Re: Once More, with Feeling
Post by: ArkAngel on October 05, 2018, 06:25:24 PM
I will say i was quietly worrying that I would be completely lost on the colony system and have to look up how to do things on the forum after release. This is much easier to follow and work with, I think.
Title: Re: Once More, with Feeling
Post by: Histidine on October 05, 2018, 06:59:38 PM
Hurrah! No more "only one supplier allowed per buyer" surrealism, and dispensing with the binary nature of being a supplier or not certainly sounds good.

Is the max global export just the export capacity of the largest supplier? I'm guessing yes (so it works the same as everything else, i.e. you can't have enough 5-fuel suppliers raise max global fuel exports from 7 to 8 ).

Should a Free Port condition increase accessibility? It sounds logical enough, and without it pirate/Pather markets look like they'd have a semi-permanent scarcity of most goods.

The "hostilities with other factions" percentage is calculated as (sum of market sizes of hostile factions) / (sum of market sizes of all factions in the Sector) or something along those lines, I take it?
Title: Re: Once More, with Feeling
Post by: Cyan Leader on October 05, 2018, 07:24:57 PM
I agree with the others that this system is pretty easy to wrap the mind around. While I would have liked to try both, I'm trust your judgment that the previous system wasn't viable. My main concern about colonies is if they trivialize the rest of the game too quickly ie. really quickly very profitable, though I imagine that there is a lot more to spend our hard earned money on now.
Title: Re: Once More, with Feeling
Post by: Midnight Kitsune on October 05, 2018, 07:29:51 PM
I agree with the others: This is the best looking econ revamp so far
Title: Re: Once More, with Feeling
Post by: Cik on October 05, 2018, 07:42:36 PM
it seems like a good system. are you going to implement relationship changes based on increasing/decreasing competition? i could definitely see the impetus for wars in this handling of economics- if you can plunder, destroy or steal pieces of the pie with a limited war it could definitely be worth it.

personally i wouldn't see most factions taking that lying down- i expect for instance that the sindrian government and military especially is basically funded solely by their energy monopoly and you threatening the basis of the economy could easily inspire military action against you or another competitor.

anyway, i think it's an excellent system and i'm interested in where it's going to go in terms of implications for diplomacy.
Title: Re: Once More, with Feeling
Post by: Alex on October 05, 2018, 07:46:40 PM
Nice work Alex, better to take time and get it right.  As you know, with many things it's not possible to tell if they'll work/be fun until you try them.

Also thanks for the post, any and all are appreciated  :)

Thank you :)



Can we ban what we don't want from being traded?  Similar to how other factions would ban, say, drugs.

To a degree - your colonies by default ban the usual set (drugs, organs) but setting a colony to "free port" makes these legal and allows for profit to be made from exports of these.

I did think about having more detailed per-commodity controls, but it seems more like a solution looking for a problem - complex and I wasn't coming up with anything particularly interesting as a result of it being an option. Especially not with the "Free Port" toggle covering much of the same ground.


This is the first economy take that didn't make my brain bluescreen, so it's definitely a positive change.

I'll take it!

Single player Eve online! I approve!

Hah! Riight.

I will say i was quietly worrying that I would be completely lost on the colony system and have to look up how to do things on the forum after release. This is much easier to follow and work with, I think.

Awesome! That's really making me feel more positive about the new system.


Is the max global export just the export capacity of the largest supplier? I'm guessing yes (so it works the same as everything else, i.e. you can't have enough 5-fuel suppliers raise max global fuel exports from 7 to 8).

Yep. I didn't touch on this in the post, but - what I think you're getting at here - imports can only raise availability up to what the largest supplier has. So if the max supplier has 7 fuel (or has more, but can only ship out 7 units) then a colony with demand for 8 fuel would have the following modifiers:
+8 Desired import volume
-1 Global shortage

(Or -1 In-faction shortage, if this is an in-faction supplier.)

Should a Free Port condition increase accessibility? It sounds logical enough, and without it pirate/Pather markets look like they'd have a semi-permanent scarcity of most goods.

It does increase it! There's actually a mechanic where the increase goes up over time, up to a limit.

Pather/pirate markets are currently kind of hosed right now despite this, so I might have to do a bit more balancing.

The "hostilities with other factions" percentage is calculated as (sum of market sizes of hostile factions) / (sum of market sizes of all factions in the Sector) or something along those lines, I take it?

Yep, almost exactly. It's max(1, marketSize - 2) to give larger markets more weights.


My main concern about colonies is if they trivialize the rest of the game too quickly ie. really quickly very profitable, though I imagine that there is a lot more to spend our hard earned money on now.

I think that's definitely a valid concern and this'll take some fine-tuning. In particular, the dangers faced by colonies should be an indirect drain on profits, but quantifying that is tricky. That said, yeah, lots of stuff to spend money on. In dev mode, I start with a million credits and frequently have to give myself more after setting up a test colony or two.

I agree with the others: This is the best looking econ revamp so far

Thank you!


it seems like a good system. are you going to implement relationship changes based on increasing/decreasing competition? i could definitely see the impetus for wars in this handling of economics- if you can plunder, destroy or steal pieces of the pie with a limited war it could definitely be worth it.

personally i wouldn't see most factions taking that lying down- i expect for instance that the sindrian government and military especially is basically funded solely by their energy monopoly and you threatening the basis of the economy could easily inspire military action against you or another competitor.

anyway, i think it's an excellent system and i'm interested in where it's going to go in terms of implications for diplomacy.

& also thank you!

I may or may not be coding something directly related to what you're talking about as we speak :) The Diktat certainly seem like the type that wouldn't mind getting their hands a little dirty with some plausibly-deniable bombardments out in the black.
Title: Re: Once More, with Feeling
Post by: Goumindong on October 05, 2018, 08:01:27 PM
Glad you went to a more simple simulation. Usually works out better in the end

Edit: One thing to consider is a strategic structure of making things illegal. You could make trade harder with places which don't have similar illegal goods structure. So you have to consider if you want to have a free port what that will cost you in general good product sales.
Title: Re: Once More, with Feeling
Post by: Arkiuz on October 05, 2018, 09:16:09 PM


To a degree - your colonies by default ban the usual set (drugs, organs) but setting a colony to "free port" makes these legal and allows for profit to be made from exports of these.

I did think about having more detailed per-commodity controls, but it seems more like a solution looking for a problem - complex and I wasn't coming up with anything particularly interesting as a result of it being an option. Especially not with the "Free Port" toggle covering much of the same ground.

"Good news, we've fixed the drug problem but now food is banned.  Seeya at work on Monday!"
Title: Re: Once More, with Feeling
Post by: Alex on October 05, 2018, 09:34:33 PM
Edit: One thing to consider is a strategic structure of making things illegal. You could make trade harder with places which don't have similar illegal goods structure. So you have to consider if you want to have a free port what that will cost you in general good product sales.

Hmm - one of the things this simplification does away with almost entirely is the idea of trading with a specific location; you're just putting stuff on the market. Plus, this seems like it'd be a situation with one "right" choice, being the one that gives you more money.

Free port will have other downsides, though - it does have a stability penalty (which is indeed a reduction in income, with some additional effects), along hopefully with some that are more difficult to quantify.


"Good news, we've fixed the drug problem but now food is banned.  Seeya at work on Monday!"

"The Eridani Combine's 'war on food' initiative has met with limited success so far"
Title: Re: Once More, with Feeling
Post by: Midnight Kitsune on October 05, 2018, 09:35:29 PM
I may or may not be coding something directly related to what you're talking about as we speak :) The Diktat certainly seem like the type that wouldn't mind getting their hands a little dirty with some plausibly-deniable bombardments out in the black.
But I though bombardments were impossible to do stealthily. How can you  hide a galactic war crime, especially from those that got bombed?
Title: Re: Once More, with Feeling
Post by: Embolism on October 05, 2018, 09:36:23 PM
I may or may not be coding something directly related to what you're talking about as we speak :) The Diktat certainly seem like the type that wouldn't mind getting their hands a little dirty with some plausibly-deniable bombardments out in the black.
But I though bombardments were impossible to do stealthily. How can you  hide a galactic war crime, especially from those that got bombed?

You don't hide the crime, you hide the fact that you're behind it.

I.e. the pirates did it.
Title: Re: Once More, with Feeling
Post by: Alex on October 05, 2018, 09:45:19 PM
But I though bombardments were impossible to do stealthily. How can you  hide a galactic war crime, especially from those that got bombed?

Probably a combination of it not being in the core worlds and your faction being a newcomer that doesn't have the same importance in the collective consciousness of the Sector. Plus, you know, you expect this sort of thing from the Diktat, everyone knows they blew up Opis! What can you do? Gotta live with them somehow. But when some upstart like you does it, it's shocking and a war crime.

(I'm imagining the player's character saying the last line with air quotes, while complaining about the unfairness of life, at a bar somewhere, to a disinterested audience of half-drunk spacers.)
Title: Re: Once More, with Feeling
Post by: Midnight Kitsune on October 05, 2018, 09:54:22 PM
But I though bombardments were impossible to do stealthily. How can you  hide a galactic war crime, especially from those that got bombed?

Probably a combination of it not being in the core worlds and your faction being a newcomer that doesn't have the same importance in the collective consciousness of the Sector. Plus, you know, you expect this sort of thing from the Diktat, everyone knows they blew up Opis! What can you do? Gotta live with them somehow. But when some upstart like you does it, it's shocking and a war crime.

(I'm imagining the player's character saying the last line with air quotes, while complaining about the unfairness of life, at a bar somewhere, to a disinterested audience of half-drunk spacers.)
Woah woah woah, hold on a minute! Are you saying that factions can attack and or bombard the player faction, all without the rep and other penalties that the player would receive?!
Title: Re: Once More, with Feeling
Post by: Arkiuz on October 05, 2018, 10:08:40 PM
"Good news, we've fixed the drug problem but now food is banned.  Seeya at work on Monday!"

"The Eridani Combine's 'war on food' initiative has met with limited success so far"

To be a fly on the wall of the PR office in a player run faction.
Title: Re: Once More, with Feeling
Post by: Cyan Leader on October 05, 2018, 11:13:40 PM
Are you saying that factions can attack and or bombard the player faction, all without the rep and other penalties that the player would receive?!

Wouldn't the "AI penalty" be the fact that the player will be motivated to attack it? It's not like this is PVP in which everything needs to have the same rules.
Title: Re: Once More, with Feeling
Post by: Midnight Kitsune on October 05, 2018, 11:26:22 PM
Are you saying that factions can attack and or bombard the player faction, all without the rep and other penalties that the player would receive?!

Wouldn't the "AI penalty" be the fact that the player will be motivated to attack it? It's not like this is PVP in which everything needs to have the same rules.
No because then the player would PO everyone else in the sector because they retaliated against a planetary bombardment from another faction.
And yes, this SHOULD effect the AI negatively just as much the player or else this would just turn out to be another gankburn or InterDICKtion Pulse. Only this would be even worse as you could end up losing at best a ton of stability and or availability and at worse most like your best planet! And since it takes time to get planet sizes up, this could end up costing you hours on your save
Title: Re: Once More, with Feeling
Post by: SCC on October 06, 2018, 02:21:47 AM
Accessibility increases both imports and exports, yes? I am a bit unsure how imports work now.
Woah woah woah, hold on a minute! Are you saying that factions can attack and or bombard the player faction, all without the rep and other penalties that the player would receive?!
Balance of power. Nothing personal, kiddo.
Can we ban what we don't want from being traded?  Similar to how other factions would ban, say, drugs.

To a degree - your colonies by default ban the usual set (drugs, organs) but setting a colony to "free port" makes these legal and allows for profit to be made from exports of these.

I did think about having more detailed per-commodity controls, but it seems more like a solution looking for a problem - complex and I wasn't coming up with anything particularly interesting as a result of it being an option. Especially not with the "Free Port" toggle covering much of the same ground.
I suspect this is a consequence of all commodities being required for proper colony. If the choice to legalise drugs results in just "more money for less stability", there really isn't a point. Mods possibly could introduce optional commodities and would certainly use the option to ban them selectively, but the base game really doesn't.
Title: Re: Once More, with Feeling
Post by: namp007 on October 06, 2018, 03:54:26 AM
Well, guess I know what I'll be doing from now on...
Checking for release on a daily basis  :D
(Have been doing that anyway, since September, but still, feels like we're getting close)
Title: Re: Once More, with Feeling
Post by: Aratoop on October 06, 2018, 05:01:34 AM
I'm so excited for this update! I've been looking forward to this sorta thing from this game for like 7 years and here we are!! My studies are going to suffer so much when it does come out hahah. Just a quick thought - shouldn't "Global Market Value" be "Sector Market Value"?
Title: Re: Once More, with Feeling
Post by: Megas on October 06, 2018, 05:22:18 AM
I agree with Midnight that such asymmetry feels... wrong.  No need for another AI grief move like gank burn or pulse spam.  One more reason to go full Kohr-Ah on everyone or Kill 'Em All.

At what point does the player transition from upstart to major power?  Being new means little if player's faction manages to acquire power equal or greater than the biggest major faction.

Speaking of pulse spam, if reputation between factions will no longer be static, I like to see them inflict a bunch of -1s to their reputation with other factions they ping, or if not, at least player gets no penalty when his fleets pulse spam in systems the player controls.
Title: Re: Once More, with Feeling
Post by: Cyan Leader on October 06, 2018, 06:01:47 AM
I really don't see the issue. If Diktat can do it without punishment then maybe it's because they have enough influence with other factions that they can pull it off. Maybe there are backdoor deals to stop new competitors from popping up. Maybe they are threatening others with military action. Maybe losing the access to the premier fuel source of the sector would be too much of a collateral. Etc, etc,

I think ideally some factions should always be annoyed, triggering sector wars, but other than that there is really no reason to hold the AI factions to the same standards as the player's, this isn't Stellaris. In fact, they don't even expand. The reason I think this is preferable is because you can make factions more unique if they can do things that the player can't do (at least not easily), and you'd have to consider the different points of each. "Oh, gotta be careful about competing with this faction, can't simply just make some fuel and get a quick buck without some severe consequences."
Title: Re: Once More, with Feeling
Post by: Cik on October 06, 2018, 07:28:49 AM
obviously they can't bombard you without a penalty with you (IE, they will *** you off) but most of these other factions are far from humanitarian- the hegemony is a military dictatorship that cares about protecting it's own citizens, projecting power and maintaining it's legitimacy. while they might use some sort of "atrocity" on the diktat's part as a pretext for a war they were planning anyway, they don't actually care if a few hundred/thousand/million souls actually died. obviously, if they are going to win against the diktat they'll probably have to perpetrate similar atrocities themselves AGAINST the diktat so  ::)

IMO at least what prevents every faction from declaring war against everyone else is primarily that they worry that they could incur a catastrophic loss that would spell permanent defeat. they've all fabricated plenty of pretexts already and could launch a final victory or death war at any time for any reason, so the thought that they would necessarily launch a war of liberation against anyone because they bombed some world nobody cares about out in the deep black is a little silly.

i could definitely see wars starting over RESOURCES though- if you are supplying the hegemony economy with massive amounts of fuels, and the diktat destroys your AM production facility, the hegemony would now be in a resource crisis and i could see them declaring a limited war to defend your colony and/or launch some sort of punitive expedition in retaliation.

anyway, if you don't want to get bombed don't compete  ::)
Title: Re: Once More, with Feeling
Post by: Megas on October 06, 2018, 07:29:21 AM
I really don't see the issue. If Diktat can do it without punishment then maybe it's because they have enough influence with other factions that they can pull it off. Maybe there are backdoor deals to stop new competitors from popping up. Maybe they are threatening others with military action. Maybe losing the access to the premier fuel source of the sector would be too much of a collateral. Etc, etc,
I would like the player to acquire that kind of immunity, if the major factions have it, especially if player displaces Diktat out of the fuel business or something similar.  Nothing theoretically stops the player's faction from becoming a major power, and other factions falling, if the game lasts a generation or two.

Bottom line, if a major faction commits an atrocity first, I expect every faction that would become hostile to the player that did such an atrocity to become likewise hostile to the offending faction.  If not, then it is yet another AI grief move like gank burn and pulse spam.
Title: Re: Once More, with Feeling
Post by: Arkiuz on October 06, 2018, 07:46:57 AM
I don't think that by the time we're establishing planets and becoming a huge influence on the market is somewhere early game.  I feel that you're going to have your own fleet built when you're building a planet.  I would also imagine this is one of those times in game where we sit there actively orbiting and playing guard dog until we hit a suitable defense level and bounce.  At least that's how I'd play it.

If it's going to play anything like the mods, planets are tough nuts to crack once you start establishing them.  Now when you're producing fleets on your own, the AI still has to fight that fleet to perform an atrocity and I'm guessing by then you'd be back on your way to intercept and stomp it.
Title: Re: Once More, with Feeling
Post by: Retry on October 06, 2018, 07:59:08 AM
I see it as something worth addressing.  A more lively, dynamic universe with diplomacy helps with immersion and can be really fun, if done right of course.

It'd kind of odd if the player can bomb someone and get everyone to immediately hate them, but if the Sindrians do it it's just another tuesday.  Especially for the Luddites who I'd imagine aren't big on war crimes.
Title: Re: Once More, with Feeling
Post by: Alex on October 06, 2018, 10:50:23 AM
Re: bombardments etc -

It's not a symmetrical situation, so mechanical symmetry as a default would be strange. Imagine if everyone became hostile to the Hegemony because they stamped out a slightly-bigger-than-usual nest of pirates somewhere out on the fringes.

It might make sense in some cases - say if it were possible for you to take over a core planet, and then *that* got bombarded - or if you became really well established, with a huge colony - but those seem like a good fit for special cases and not the base mechanics.

In any case, gameplay easily beats out other considerations here. This isn't a 4x, right, so I'm not working with an assumption of parity between the player and other factions. I get that if you're coming from that place, asymmetry would feel wrong, but that's not the way I'm looking at this, so this is probably a mismatch between our assumptions.


And speaking of gameplay, the nice thing about the threat of a bombardment is it really raises the stakes. Of course, it'd have to be something that's clearly signalled and built up to; an "oops, your colony just got bombarded" message with no advance warning would not be good.


Speaking of pulse spam, if reputation between factions will no longer be static, I like to see them inflict a bunch of -1s to their reputation with other factions they ping, or if not, at least player gets no penalty when his fleets pulse spam in systems the player controls.

Come on now, that seems a bit petty :)


Accessibility increases both imports and exports, yes? I am a bit unsure how imports work now.

Right! Colonies just get stuff, without it being from a specific source, up to the maximum production of the biggest exporter.


Checking for release on a daily basis  :D

:D


I'm so excited for this update! I've been looking forward to this sorta thing from this game for like 7 years and here we are!! My studies are going to suffer so much when it does come out hahah.

I've been looking forward to getting this stuff in the game for about as long :)

Just a quick thought - shouldn't "Global Market Value" be "Sector Market Value"?

Hmm - that might technically be more accurate, but "global" seems more immediately clear.


The reason I think this is preferable is because you can make factions more unique if they can do things that the player can't do (at least not easily), and you'd have to consider the different points of each. "Oh, gotta be careful about competing with this faction, can't simply just make some fuel and get a quick buck without some severe consequences."

Yep, definitely. If the Diktat is more dangerous to annoy than, say, the Hegemony, then that's an interesting wrinkle.
Title: Re: Once More, with Feeling
Post by: Goumindong on October 06, 2018, 11:54:22 AM
Edit: One thing to consider is a strategic structure of making things illegal. You could make trade harder with places which don't have similar illegal goods structure. So you have to consider if you want to have a free port what that will cost you in general good product sales.

Hmm - one of the things this simplification does away with almost entirely is the idea of trading with a specific location; you're just putting stuff on the market. Plus, this seems like it'd be a situation with one "right" choice, being the one that gives you more money.

Free port will have other downsides, though - it does have a stability penalty (which is indeed a reduction in income, with some additional effects), along hopefully with some that are more difficult to quantify.


"Good news, we've fixed the drug problem but now food is banned.  Seeya at work on Monday!"

"The Eridani Combine's 'war on food' initiative has met with limited success so far"

If we are in full commodity fungibility mode(IE single spot market so you cannot discriminate against goods from a specific place) then it would make sense to have relationship penalties

Setting a Freeport would make pirates like you as an example. Setting strict limitations on tech could give you an in with the luddites
Title: Re: Once More, with Feeling
Post by: Cik on October 06, 2018, 11:57:55 AM
if i understand this right supply isn't unlimited, right?

so there is a finite amount of AM production (assuming no one bootstraps more production somehow)

is there a possibility that if you expand your colonies that it will literally not be enough and exporters will have to choose what to send where? likewise with food etc?

also i think it would be interesting to tie this to ship production- you could make dockyard capacity a "resource" tied into the economy and give ships a cost based on size / tech level and a time of construction and allow export / tracking of shipbuilding to fix sector ship production to a more concrete thing that the player could effect.

nicely ties up "infinite fleets" and "costless war" which i think should be a priority before 1.0 anyway. it feels to me like the factions' ability to spawn infinite fleets from nowhere is just a holdover of ye olde .50 but i don't know how you feel about it alex.
Title: Re: Once More, with Feeling
Post by: Eji1700 on October 06, 2018, 12:01:05 PM
Impact
This results in a dynamic system where changing hostilities between factions can create shortages and excess stockpiles, giving the player opportunities to exploit.


This this this.  This is so perfect. It make sense and allows the player to influence results, ideally with multiple methods (i'm hoping we can engineer wars between two factions at some point).  If you hook ship and weapon availability into resources available players will have a lot more agency over those aspects of the game, and in such a way that encourages more gameplay.

Awesome change.
Title: Re: Once More, with Feeling
Post by: Alex on October 06, 2018, 12:25:32 PM
If we are in full commodity fungibility mode(IE single spot market so you cannot discriminate against goods from a specific place) then it would make sense to have relationship penalties

Setting a Freeport would make pirates like you as an example. Setting strict limitations on tech could give you an in with the luddites

Right, that sort of thing could make sense. But a slow drip of positive reputation isn't super exciting - not to say it might not have a place, but I'd rather add some things that are more active on the player's side.


if i understand this right supply isn't unlimited, right?

so there is a finite amount of AM production (assuming no one bootstraps more production somehow)

is there a possibility that if you expand your colonies that it will literally not be enough and exporters will have to choose what to send where? likewise with food etc?

Yes and no - it's limited by the single highest producer. So, basically, while Sindria is around, everyone will have enough fuel - provided their accessibility is high enough. If Sindria becomes inaccessible, anyone with high Fuel demand would have shortages - down to the production of the next-highest source - unless another high-production source cropped up.

So, having fewer suppliers - or more consumers - doesn't mean shortages, it just means the suppliers get a bigger slice of the export pie.


also i think it would be interesting to tie this to ship production- you could make dockyard capacity a "resource" tied into the economy and give ships a cost based on size / tech level and a time of construction and allow export / tracking of shipbuilding to fix sector ship production to a more concrete thing that the player could effect.

nicely ties up "infinite fleets" and "costless war" which i think should be a priority before 1.0 anyway. it feels to me like the factions' ability to spawn infinite fleets from nowhere is just a holdover of ye olde .50 but i don't know how you feel about it alex.

There's a new "Ship Hulls & Weapons" commodity that the economy distributes in the same way as it does normal commodities. So, for example, if a market becomes inaccessible - say its spaceport was raided - then this will cause a shortage of hulls and weapons, which in turn will impact the strength of the fleets it's able to spawn.

For the player, the faction-wide production (not imports) of "Ship Hulls & Weapons" also determines the maximum per-month spend on custom hulls and weapons.


This this this.  This is so perfect. It make sense and allows the player to influence results, ideally with multiple methods (i'm hoping we can engineer wars between two factions at some point).  If you hook ship and weapon availability into resources available players will have a lot more agency over those aspects of the game, and in such a way that encourages more gameplay.

Awesome change.

Thank you! Hopefully it'll work out well.
Title: Re: Once More, with Feeling
Post by: Midnight Kitsune on October 06, 2018, 01:16:24 PM
So it sounds like:
YES the AI will be able to bombard your planets without repercussions from other factions
YES, the player will still be HEAVILY penalized if they retaliate the same way
And YES, anything that disrupts that status flow is going to be putting a target on your back

So what I want to know now is:
-Will the info for bombardments and other urgent intel ignore the speed limit of information? Otherwise a player could come back from an expedition into the black and find out OH HEY, I missed those warning while out there and in turn just lost my best colony!

-Will the AI's bombardment fleets be greatly hurt if there is a fuel shortage since fuel is also their bombs? If so then that will just push you to raid SD first if you find another Synchrotron Core to strip them of their fuel. If not then it is just going to further show off to players that the AI doesn't play by the rules and can spawn resources and fleets out of thin air


Alex, the reason why I'm so worried about this is that unlike IPulse and GankBurn, this is something that not only would cost alot of credits and effort to fix, but also real life time due to how it takes time for colonies to rebuild. IPulse is annoying but the effects are minor 99% of the time. GankBurn, while it CAN lead to a fleetwipe, still allows you to fight them off. And if you can't then at least you can reload an earlier save. With the ability to only control one fleet and the fact that once fleets reach their target, they can instantly complete their mission (versus something like the comm sniffer progress bar now), this will lead to alot of griefing and babysitting...
Title: Re: Once More, with Feeling
Post by: errorgance on October 06, 2018, 03:01:40 PM
Pat yourself on the back for the Xth time Alex!
I too was dreading an over complicated trade system and I'm quite glad you're letting the invisible hyperspace jakalope diplomats deal with all the individual trade deals.

hey, any chance we could set our own faction procedural ship names? not just the suffix, but the names it draws from? even if it's just a text file we can add to manually, that'd be nice.
Title: Re: Once More, with Feeling
Post by: Megas on October 06, 2018, 03:42:53 PM
I was serious about the pulse spam comment.

So it sounds like:
YES the AI will be able to bombard your planets without repercussions from other factions
YES, the player will still be HEAVILY penalized if they retaliate the same way
And YES, anything that disrupts that status flow is going to be putting a target on your back
And it sounds like the AI can cheat.

And it sounds like if the AI will abuse its immunity, then it seems the optimal strategy would be to eliminate the worst offenders from the sector.
Title: Re: Once More, with Feeling
Post by: FooF on October 06, 2018, 05:16:14 PM
Re: Bombardments

It's all brinkmanship and proxy wars with the major factions (so far!) so I don't see the Diktat bombarding your colony, and not facing repercussions from the others, as anything but par for the course. If the Diktat bombarded the Hegemony: sure, there better be a retaliatory response but that's not happening yet.

I think where it gets gray is if the player is heavily aligned with a major faction and their colonies are a de facto extension of the faction. If the Diktat were to bombard your fully-commissioned, cooperative reputation-based colony aligned with the Hegemony, would the Hegemony respond in-kind? Their lack of response could be a bit jarring and undermine the player's incentive to cozy up to them. On the other hand, all the major factions are dystopian to a degree and their chucking you aside to protect their self-interests is again, par for the course.

I would prefer certain...arrangements...be made with the major factions if you align heavily with them. The independent player would have the luxury of not being beholden to them but getting into bed with one would also have its perks. Just another meaningful choice to make along your way.
Title: Re: Once More, with Feeling
Post by: Goumindong on October 06, 2018, 06:13:49 PM
Instead of a slow drip you could just have a one time cost. Then negate the one time cost when the policy is changed.

This means that both

A: customs doesn’t necessarily lead to war eventually

B: you can modify policy to push you over the top of where you want/need to be
Title: Re: Once More, with Feeling
Post by: Alex on October 06, 2018, 07:43:18 PM
-Will the info for bombardments and other urgent intel ignore the speed limit of information? Otherwise a player could come back from an expedition into the black and find out OH HEY, I missed those warning while out there and in turn just lost my best colony!

I'd imagine so; currently a few less severe but roughly similar things already do.


Alex, the reason why I'm so worried about this is that unlike IPulse and GankBurn, this is something that not only would cost alot of credits and effort to fix, but also real life time due to how it takes time for colonies to rebuild. IPulse is annoying but the effects are minor 99% of the time. GankBurn, while it CAN lead to a fleetwipe, still allows you to fight them off. And if you can't then at least you can reload an earlier save. With the ability to only control one fleet and the fact that once fleets reach their target, they can instantly complete their mission (versus something like the comm sniffer progress bar now), this will lead to alot of griefing and babysitting...

I get what you're saying; the balancing and tuning of this is a valid concern. But what's the alternative, not having anything that can significantly threaten player colonies? That sounds way worse; it's basically giving up on doing meaningful things with colonies before even getting started. Still, you're right, this is very much something to be careful with, keep an eye on, and most likely fine-tune in the future.

(Also, no, they can't instantly bombard, you can have defenses other than yout fleet, etc etc. Bad assumptions :))


Pat yourself on the back for the Xth time Alex!
I too was dreading an over complicated trade system and I'm quite glad you're letting the invisible hyperspace jakalope diplomats deal with all the individual trade deals.

:)

hey, any chance we could set our own faction procedural ship names? not just the suffix, but the names it draws from? even if it's just a text file we can add to manually, that'd be nice.

Nothing in-game, but you could already edit the player.faction file to set where the names get drawn from.


And it sounds like the AI can cheat.

Cheating implies someone breaking rules that should apply to it. Here, we have two parties which *do not have parity* and have different rules apply to them and *it makes sense in-fiction*. You're absolutely entitled to an opinion on this, but calling it cheating is just factually incorrect.


I think where it gets gray is if the player is heavily aligned with a major faction and their colonies are a de facto extension of the faction. If the Diktat were to bombard your fully-commissioned, cooperative reputation-based colony aligned with the Hegemony, would the Hegemony respond in-kind? Their lack of response could be a bit jarring and undermine the player's incentive to cozy up to them. On the other hand, all the major factions are dystopian to a degree and their chucking you aside to protect their self-interests is again, par for the course.

I would prefer certain...arrangements...be made with the major factions if you align heavily with them. The independent player would have the luxury of not being beholden to them but getting into bed with one would also have its perks. Just another meaningful choice to make along your way.

Hmm, yeah, that could be interesting and would make sense. I'll say, commissions and such are an area that's not very fleshed out, and I'm not currently sure how much I want to flesh it out, but it's potentially an interesting direction to go in.


Instead of a slow drip you could just have a one time cost. Then negate the one time cost when the policy is changed.

This means that both

A: customs doesn’t necessarily lead to war eventually

B: you can modify policy to push you over the top of where you want/need to be

Seems like then you'd establish a free port, do some missions for the faction to negate the cost, and be pretty much done with that.

Either way, though, cooking up something more dynamic :)
Title: Re: Once More, with Feeling
Post by: Cyan Leader on October 06, 2018, 08:50:04 PM
And it sounds like the AI can cheat.

I take issue with this statement. I can see this applicable in games in which every "player" are supposedly on an even field, like Civilization or Stellaris, but Starsector isn't a game like that. It's a sandbox game in which the win conditions vary per player. The only person who is playing the game is, well, the player. How well you do in the game depends on only you.

I would rather reword this as fair or unfair. Just like I don't consider cheating when, say, a Goomba deals damage to Mario during contact, I also don't consider cheating when the AI in Starsector doesn't have to worry about supplies. But is it fair? Well, we have salvaging (which the AI doesn't interfere), exploration, black market deals and ships/skills to increase loot drops to recuperate supply loses and even upgrade our fleet. We also have a functional human brain which is far above anything the AI has. On that perspective, since the factors are all well explained in the game, yeah. I consider it fair.

So in the case of bombardments, if it is explained well to the player that certain actions will have consequences (something Alex already addressed above), then it is completely fair. It's up to the player now to overcome the challenge in any way they desire, since you know, sandbox. Leave the "cheating" talk to PVP games.  

Addendum: Alex addressed this while I was typing it but I still feel like sharing my thoughts as well.
Title: Re: Once More, with Feeling
Post by: TaLaR on October 06, 2018, 10:08:45 PM
Re: Bombardments
Won't any war with present AI factions degrade into endless whack-a-mole with intercepting their attack fleets and possibly disrupting their colonies?
I mean, if I can't destroy/conquer their colonies and their resources can't be permanently damaged (if at all) - what options do I have left?
Title: Re: Once More, with Feeling
Post by: Alex on October 06, 2018, 10:24:10 PM
Too much of it could be bad, but a certain amount "fight stuff off to protect your colonies" is precisely the point. As long as there's some variety and the pacing is right (i.e. leaving you time to do other things as well), that's pretty much the goal.
Title: Re: Once More, with Feeling
Post by: TaLaR on October 06, 2018, 10:46:36 PM
Too much of it could be bad, but a certain amount "fight stuff off to protect your colonies" is precisely the point. As long as there's some variety and the pacing is right (i.e. leaving you time to do other things as well), that's pretty much the goal.

Can we get get something along lines of capitulation then? When you destroy enough fleets/ bomb enough colonies in some time window (keep something like warscore). On accepting treaty: relations with capitulated faction get reset to around 0, they can't attack for a while and pay indemnity. Something along these lines.

They are still free to attack after treaty expires, but you get clearly defined windows of no attacks from given faction and stimulus + opportunity to properly defeat them (rather than constant reactive defensive maintenance of conflict).

Basically, would be nice if diplomacy was not limited to trying to butter enemy faction up (with AI cores, bounties, etc), but included option to beat them into submission.
Title: Re: Once More, with Feeling
Post by: errorgance on October 07, 2018, 04:54:51 AM

hey, any chance we could set our own faction procedural ship names? not just the suffix, but the names it draws from? even if it's just a text file we can add to manually, that'd be nice.

Nothing in-game, but you could already edit the player.faction file to set where the names get drawn from.



cool, that's all I need, now how bad of puns should I use for ship names? you can give your answer on a scale from 1-10 with one being not calf bad typos and ten requiring udderly ridiculous amounts of bovine intervention.


And it sounds like the AI can cheat.

Cheating implies someone breaking rules that should apply to it. Here, we have two parties which *do not have parity* and have different rules apply to them and *it makes sense in-fiction*. You're absolutely entitled to an opinion on this, but calling it cheating is just factually incorrect.

that absolutely makes sense for new nations, but what happens when the player continues to grow and achieves parity? or is there a hard limit to prevent this? if so, then do you have a good/obvious explanation in place for why they can't?

also, shouldn't other independent worlds at risk of receiving similar poor treatment since they aren't part of the big kids club?
Title: Re: Once More, with Feeling
Post by: SCC on October 07, 2018, 05:12:03 AM
I think that the issue with this asymmetry stems from the fact that it is rooted in politics and realistic, but in real political situations this is just as unfair. Placing it in the game doesn't change that. Sort of how the big factions agreed to hate the pirates, so you can do anything to pirates, since nobody cares about them - and unless you make somebody care about you, prepare yourself to face the same fate. Maybe. I can imagine that, against the player flying around and making their own empire with blackjack and hookers, they would send only limited force at first, to scout the situation and to avoid giving someone else advantage over them.
It would be nice if this initial situation resolved differently, depending on what player is doing. Unimportant colony would only result in pirate raids, but a bigger one would attract skirmishes with other factions before raids, giving the player time to react. If the player has a commission, however, the commissioner could simply share intel way before the raid, or harass that force themselves, weakening it enough the player doesn't have to react. Of course, any of the factions growing in power upsets the balance, that can easily lead to some nasty things, like war...
Title: Re: Once More, with Feeling
Post by: Techhead on October 07, 2018, 06:31:50 AM
Re: bombardments etc -

It's not a symmetrical situation, so mechanical symmetry as a default would be strange. Imagine if everyone became hostile to the Hegemony because they stamped out a slightly-bigger-than-usual nest of pirates somewhere out on the fringes.

It might make sense in some cases - say if it were possible for you to take over a core planet, and then *that* got bombarded - or if you became really well established, with a huge colony - but those seem like a good fit for special cases and not the base mechanics.
Would scaling the rep penalty to planet population make sense? A few thousand dead is some ruffled feathers (and TBH, numerically equivalent to blowing up a large fleet), a million dead is a major diplomatic incident, hundreds of millions dead becomes casus belli. It means that if you do build up the population of your pet colony to the 10^8 level, then when it gets bombarded you may console yourself in the fact that Diktat fleets are getting ganked by Hegemony and Luddic patrols across the sector.
Title: Re: Once More, with Feeling
Post by: Megas on October 07, 2018, 06:44:17 AM
Technically, it would not be cheating if the rules say AI is immune, but player is not.  But as was said, it seems too unfair.  This is like AI Guile ignoring charge restrictions in Street Fighter 2 (you must hold joystick back to charge, but AI does not, so it can out-fireball your Guile if you try to trade fireballs with AI Guile, and it can flash kick you instantly unlike you can), or every fighter in some Mortal Kombat games counter-throw you even if they are incapacitated.  Or some games where they do far more damage with a similar character than your character can do.  My typical response is to ruthlessly exploit AI faults (more so than otherwise), especially if it is the only way to win.  But even if I win, I feel robbed of a fair fight.

I have no problem with touch-of-death with Goomba or similar mooks from other classic '80s games.  They are clearly not Mario.  I would be slightly miffed when enemy soldiers that are evil counterparts of your guy can run over and kill your character without dying (for mutual kill), but that would be moot because you only have three lives while the enemy has endless stream of mooks.

Starsector seems like a sandbox, but like Star Control 2, it should have conditions that end the game, which it does not have yet but I expect the game to have them after it leaves alpha stage.  For example, if I destroy all factions, I would expect the game to say something like "you are winner! you destroyed all enemies! all their bases are belong to you! have a nice day! game over!"
Title: Re: Once More, with Feeling
Post by: Megas on October 07, 2018, 07:22:04 AM
Would scaling the rep penalty to planet population make sense? A few thousand dead is some ruffled feathers (and TBH, numerically equivalent to blowing up a large fleet), a million dead is a major diplomatic incident, hundreds of millions dead becomes casus belli. It means that if you do build up the population of your pet colony to the 10^8 level, then when it gets bombarded you may console yourself in the fact that Diktat fleets are getting ganked by Hegemony and Luddic patrols across the sector.
That got me thinking.  Huge endgame fleets have a few thousand crew.  You can smash few such fleets in a huge extended battle, and those not involved in the fighting do not care.  You bombard a puny colony with no more people than all personnel in a large fleet and everyone who is not their enemy will blacklist you, but not if the AI factions do it?  (What hypocrites!)  In particular, why would all of the Independents care enough to blacklist if I bomb someone who is not them?  (I guess you could be considered Independent, and they do not want to be lumped in, but you cease to be Independent after you establish a colony.)
Title: Re: Once More, with Feeling
Post by: Alex on October 07, 2018, 09:54:38 AM
All this stuff is entirely outside the scope for what I'm looking at for 0.9a. There are also a lot of assumptions that don't hold up - which, fair enough, I haven't really talked about the details here because I haven't really talked about this much to begin with. But I also don't really want to, since it's 1) still something I'm working on and 2) content I don't want to entirely spoil.

Like, I'm just adding a "factions may occasionally get mad at you and it may possibly escalate to a bombardment" event, because this seems like it'll be fun. In that context, it's "fair" if the player can deal with it well, not if some minor element of it is entirely symmetrical to what the player can do, you know? The whole thing is already so asymmetrical.
Title: Re: Once More, with Feeling
Post by: Arkiuz on October 07, 2018, 10:50:57 AM
So it's essentially a prelude mechanic to a grander scale of mechanic.  If I read and comprehend things correctly this early.
Title: Re: Once More, with Feeling
Post by: Cik on October 07, 2018, 11:11:55 AM
the people on the planet are presumably civilians megas. though this line is not respected in every war, people usually give at least the pretense of caring about it.

also, you're destroying theoretically critical infrastructure that everyone relies on to survive.

personally i think the implications of it all work out.

that assumes the players will always be an upstart, which may not always be true in the far future. but for the state of the mechanics now, where the player will be limited to the level below a minor empire, it makes sense that they can attack you without a huge reprisal necessarily taking place.

Title: Re: Once More, with Feeling
Post by: Megas on October 07, 2018, 12:00:01 PM
the people on the planet are presumably civilians megas. though this line is not respected in every war, people usually give at least the pretense of caring about it.
If they only care when I do it, but not when the AI does it, then that falls apart and exposes them as hypocrites, warmongers, and/or devious politicians we see all too often in real life.  That or a cheap game balance patch between human and AI.  I just hope that AI does not abuse their immunity like their other grief moves, or it would give off the "The computer is a cheater" trope, despite AI immunity permitted by game rules.

I get that such fine details of faction diplomacy will be incomplete in 0.9 and might need further work.
Title: Re: Once More, with Feeling
Post by: Midnight Kitsune on October 07, 2018, 12:36:16 PM
One thing that would make me less worried about bombardments is if the AI could not do total/ wipe out bombardments. IE They can hurt select industries but they can't just "glass the upstart's world because he had the balls to muscle in on our industry"
Title: Re: Once More, with Feeling
Post by: errorgance on October 07, 2018, 01:18:35 PM
All this stuff is entirely outside the scope for what I'm looking at for 0.9a. There are also a lot of assumptions that don't hold up - which, fair enough, I haven't really talked about the details here because I haven't really talked about this much to begin with. But I also don't really want to, since it's 1) still something I'm working on and 2) content I don't want to entirely spoil.

Like, I'm just adding a "factions may occasionally get mad at you and it may possibly escalate to a bombardment" event, because this seems like it'll be fun. In that context, it's "fair" if the player can deal with it well, not if some minor element of it is entirely symmetrical to what the player can do, you know? The whole thing is already so asymmetrical.


lol, got it, sorry about the badgering, I guess we'll see for real if its really an issue when you drop the next version, exactly when was that again? :P
Title: Re: Once More, with Feeling
Post by: Voyager I on October 07, 2018, 02:52:53 PM
Would scaling the rep penalty to planet population make sense? A few thousand dead is some ruffled feathers (and TBH, numerically equivalent to blowing up a large fleet), a million dead is a major diplomatic incident, hundreds of millions dead becomes casus belli. It means that if you do build up the population of your pet colony to the 10^8 level, then when it gets bombarded you may console yourself in the fact that Diktat fleets are getting ganked by Hegemony and Luddic patrols across the sector.
That got me thinking.  Huge endgame fleets have a few thousand crew.  You can smash few such fleets in a huge extended battle, and those not involved in the fighting do not care.  You bombard a puny colony with no more people than all personnel in a large fleet and everyone who is not their enemy will blacklist you, but not if the AI factions do it?  (What hypocrites!)  In particular, why would all of the Independents care enough to blacklist if I bomb someone who is not them?  (I guess you could be considered Independent, and they do not want to be lumped in, but you cease to be Independent after you establish a colony.)

I know, right!  Some big-shot general kills thousands and thousands of soldiers in a campaign and it's totally fine, but you slaughter a few hundred civilians in one Vietnamese village (https://en.wikipedia.org/wiki/My_Lai_Massacre) and suddenly schoolchildren have homework assignments about what a monster you are.  It's all ***, man.


(Funnily enough, this also ties into the "so why is it only a crime against humanity when I do it - look at how many atrocities get committed by the United States or Russia or China in any given decade, and then observe that the rest of the world is very much still engaged with them)
Title: Re: Once More, with Feeling
Post by: Megas on October 07, 2018, 03:03:35 PM
One thing that would make me less worried about bombardments is if the AI could not do total/ wipe out bombardments. IE They can hurt select industries but they can't just "glass the upstart's world because he had the balls to muscle in on our industry"
From the August blog, there are raids (smash-and-grab), tactical bombing (hits military infrastructure), and saturation bombing (targets everything, considered an atrocity).
Title: Re: Once More, with Feeling
Post by: Hiruma Kai on October 07, 2018, 04:21:54 PM
Just looking at the bombardment reputation penalties, I personally don't see a problem with the asymmetry.  There are plenty other parts of the game which have NPC/player asymmetry.  I mean, its not fair the Hegemony starts with hundreds of ships, while you start with a frigate at the beginning of the game.

Look at this way, if any time an NPC faction starts attacking you, all the other NPC factions start hating that particular faction, its going to make your game really easy, since its always going to be the Player + all but one NPC factions versus 1 faction.  I don't think that is the intent.

Presumably, if the player could just waltz in and bomb every hegemony planet with their super fleet, the Hegemony would be down and out quickly, as in some sense there is no timer on the player's choice to bomb planets.  I'm guessing by giving serious repercussions to the player for it, they have to be really sure and ready for those repercussions (preemptive diplomacy perhaps?), before they go on that massive bombing campaign.

As far as in game logic, I'm sorta surprised if you found a colony outside the jurisdiction of all the major factions (i.e. you're not working for any one of them) you don't immediately drop to pirate status with all of them.  You've essentially become a new upstart faction which none of them logically should want to put up with.  None of the base game factions are what I'd call particularly nice.  They put up with you as an independent trader/explorer/bounty hunter because you're effectively making them richer every time you trade or buy something from them.  This is why buying legal goods off the black market upsets them - they're not getting their cut, so why should they put up with you?

In the case of an independent colony, now there's all this trade they are not getting their cut from, and you're not protected by the current balance of power between factions.
Title: Re: Once More, with Feeling
Post by: Cik on October 07, 2018, 05:18:43 PM
and you are a techbase that could rise to challenge them, or throw in your lot with another faction that's working against their interests.

if you read the lore about umbra, it's clear that though they are in the "pirate" faction they aren't even pirates really, they are actually just syndicalists but because they are a very freeport who is outside the jurisdiction and control of the central powers they are considered kill on sight.

that isn't necessarily what you will be (and indeed, if you found a colony far enough out it may be that the vast majority of the sector won't even know that it exists) but make yourself a nuisance to somebody and it seems to me that you could very easily end up on one or more blackops kill lists just for being a thing that they have no influence over. you are an ant, and unless you are being very useful to somebody at the moment nobody's going to shed a ton of tears over it.

that's my opinion i guess.

Title: Re: Once More, with Feeling
Post by: Megas on October 07, 2018, 06:30:28 PM
It is more like, player builds his faction strong enough take out a major faction or seven if push comes to shove.  Player minds his own business.  Faction Troll launches a preemptive sat bomb strike and atrocity against player.  Player could very well repel it, but for some reason does not.  Player is hurt but survives.  Nobody cares.  Player rebuilds enough then launches likewise retribution against Faction Troll, and succeeds.  Now everyone that was not angry at faction Troll is angry at player, even though player has the power to hang in with the big boys, or better yet, kill 'em all.  Basically, MAD policy failure.

Quote
that isn't necessarily what you will be (and indeed, if you found a colony far enough out it may be that the vast majority of the sector won't even know that it exists) but make yourself a nuisance to somebody and it seems to me that you could very easily end up on one or more blackops kill lists just for being a thing that they have no influence over. you are an ant, and unless you are being very useful to somebody at the moment nobody's going to shed a ton of tears over it.
I would imagine nuisance would be something like player acting pirate and farming the faction somehow, not player making a few more space bucks in legitimate trade and the faction will nonchalantly launch a planet killer because they are only making five billion instead of six billion.

They can use attacks that are not atrocity.  If they use atrocity options because they abuse the rules and know nobody else cares if they do it but the player cannot likewise retaliate without starting a world war (that the player could very well win), meaning that AI treats all of the AI factions as effectively one super faction, then that is clear "the computer is a cheater" and "gang up on the human" nonsense.
Title: Re: Once More, with Feeling
Post by: Histidine on October 07, 2018, 07:07:36 PM
I agree with Megas on the fact that any handwave which relies on the player being small fry, stops working in an obvious way when the player is no longer small fry.

Explanation to please everyone:
Spoiler
The reason the Diktat gets away with saturation bombardment of the player, but the player gets punished for retaliation in kind, is because officially it wasn't the Diktat at all, it was the pirates. That's the point of using them as deniable proxies.
Other factions still get mad if the player were to bombard the official offender (the pirates), because, well, it is an atrocity (except for small military-like bases, I'd imagine most of the people on a "pirate" world are going to be ordinary civilians ruled over by pirate lords).
Whether or not the factions get angry with the pirates for their crime doesn't matter, because pirates are already hostile to everyone anyway.

Now the only thing needed to close the asymmetry is for the player to also have the option of hiring the pirates to deniably killmurder a whole lot of people. The cost of doing so (you'd have to cover the fuel requirement for the bombardment and other expenses, for one thing) and the risk of the pirates failing to complete their mission should work as a balancing factor vs. doing the bombardment yourself.

(Of course, as Midnight Kitsune mentioned: this all becomes moot if the NPCs just use the raid or tactical bombardment options and not saturation bombardment, because the player doing the same thing only makes one faction hostile at most)
[close]
Title: Re: Once More, with Feeling
Post by: Cyan Leader on October 08, 2018, 04:26:29 AM
Now the only thing needed to close the asymmetry

There is no need to do this in the first place. Or, in better words, this shouldn't be the driving force behind the design. All the ideas suggested here related to diplomacy are very good in order to give the player more options in the late game and all (also great for roleplaying), but they should be added in the future if they turn out to be fun options that solve an specific problem, not because the AI can do something that the player can't.

That's my view anyway, I don't think parity is necessary for good game design unless it's a multiplayer game.
Title: Re: Once More, with Feeling
Post by: SCC on October 08, 2018, 05:05:03 AM
I just remembered bits about ships and stuff. At the beginning (or maybe longer), the player has to import SH&W (hmm) from other factions. Does it have some modifier, making it less efficient to import them from other factions, or is there some other mechanic to steer the player towards getting his own manufacturing? It's less important, but thematically similar, so does this apply to military hardware as well?
I think this can apply to outlawed commodities as well. Do normal ports get an export/import penalty and open ones don't? I think the final question I'd also like to know is if there are (or will be in future) different penalties for shortages of different resources. It would be nice if there was some choice, whether to deal with shortage of one resources, or the other.
Title: Re: Once More, with Feeling
Post by: Megas on October 08, 2018, 05:44:34 AM
Anyone see the latest picture with the Diktat fleet with at least 120 ships?  Stuff like that is part of the reason why I am interested in soloing the simulator (or chain-flagship if soloing or conventional fleet are impossible), especially if I cannot possibly match numbers with such an enemy fleet due to fleet cap.
Title: Re: Once More, with Feeling
Post by: Cyan Leader on October 08, 2018, 07:30:13 AM
You should be able to match it with defense fleets of your own faction, though I wonder how much control the player will have over them, if any.
Title: Re: Once More, with Feeling
Post by: Megas on October 08, 2018, 09:03:56 AM
I would like to control such a huge fleet if I can support it, and the AI is allowed to.  (That was one of my complaints about 0.7 era, player can only have 25 ships while AI endgame fleets routinely had 35 to 40 ships, and fighters were counted as ships for fleet slots back then.)

If fleets as expected to get that big (of about a hundred ships), we need a higher maximum battle map size limit.  No way 500 is enough for more than a trickle.  Not to mention a higher fleet cap.

If players are expected to fight simulator-sized battles in the game, he will need to bring Atlases to loot the wreckage.
Title: Re: Once More, with Feeling
Post by: Cik on October 08, 2018, 09:16:11 AM
why even have a fleet cap lmao just remove it

thanks
Title: Re: Once More, with Feeling
Post by: SafariJohn on October 08, 2018, 09:30:00 AM
Obviously the Diktat super-fleet was a bug.
Title: Re: Once More, with Feeling
Post by: Alex on October 08, 2018, 09:40:35 AM
There is no need to do this in the first place. Or, in better words, this shouldn't be the driving force behind the design. All the ideas suggested here related to diplomacy are very good in order to give the player more options in the late game and all (also great for roleplaying), but they should be added in the future if they turn out to be fun options that solve an specific problem, not because the AI can do something that the player can't.

That's my view anyway, I don't think parity is necessary for good game design unless it's a multiplayer game.

Yeah, that's how I'm looking at it as well. Definitely some interesting ideas here, though.


I just remembered bits about ships and stuff. At the beginning (or maybe longer), the player has to import SH&W (hmm) from other factions. Does it have some modifier, making it less efficient to import them from other factions, or is there some other mechanic to steer the player towards getting his own manufacturing? It's less important, but thematically similar, so does this apply to military hardware as well?

You need heavy industry to put blueprints into production and to receive any production quality bonuses. So unless you like Ventures with plenty of d-mods as your capital ships...

Do normal ports get an export/import penalty and open ones don't? I think the final question I'd also like to know is if there are (or will be in future) different penalties for shortages of different resources. It would be nice if there was some choice, whether to deal with shortage of one resources, or the other.

Free ports actually profit from exports of stuff that's illegal, i.e. drugs and organs.


Obviously the Diktat super-fleet was a bug.

Yep. Sorry that wasn't clear from the tweet, I thought it was :)
Title: Re: Once More, with Feeling
Post by: Megas on October 08, 2018, 10:35:12 AM
Obviously the Diktat super-fleet was a bug.
I would hope so, but I would not put it past Alex to add that intentionally (or liked the bug enough to promote it as an ascended glitch) as a "take that" to hardcore players, despite previous comments regarding ship availability.
Title: Re: Once More, with Feeling
Post by: Shad on October 08, 2018, 03:22:14 PM
Obviously the Diktat super-fleet was a bug.
And here I was thinking that the Dickersons were going to integrated in the vanilla...

It wasn't even that bad, it was like what, 8 capitals (not counting tankers)? This fleet could be taken out mid-late game without too much trouble.
Title: Re: Once More, with Feeling
Post by: Cyan Leader on October 09, 2018, 06:53:49 AM
Most ships are officerless too.
Title: Re: Once More, with Feeling
Post by: Chaos Blade on October 12, 2018, 04:08:01 AM
But I though bombardments were impossible to do stealthily. How can you  hide a galactic war crime, especially from those that got bombed?

Probably a combination of it not being in the core worlds and your faction being a newcomer that doesn't have the same importance in the collective consciousness of the Sector. Plus, you know, you expect this sort of thing from the Diktat, everyone knows they blew up Opis! What can you do? Gotta live with them somehow. But when some upstart like you does it, it's shocking and a war crime.

(I'm imagining the player's character saying the last line with air quotes, while complaining about the unfairness of life, at a bar somewhere, to a disinterested audience of half-drunk spacers.)

Well, there should be an option of the diktat hiring some merc to do the dirty deed, with the agent doing the hiring claiming to be a luddite, which reminds me, I'd love for there to be a few neutral systems where mecs gravitate towards and where the factions hire deniable assets and/or engage in espionage and diplomacy
Title: Re: Once More, with Feeling
Post by: Gothars on October 12, 2018, 03:27:36 PM
I very much like this simplification! If it is simple enough is something you'll certainly get plenty feedback on, after release.

A question: why does the sum of the income of all markets surpass the total market value significantly? I'd think the total value were supposed to be equivalent to the sum.
Title: Re: Once More, with Feeling
Post by: Alex on October 12, 2018, 04:14:13 PM
A question: why does the sum of the income of all markets surpass the total market value significantly? I'd think the total value were supposed to be equivalent to the sum.

Right now, most colonies are pretty stable, and that gives an income bonus, which also includes exports. At stability 10, it's +50%, which - looking at the Food screenshot - just about covers the difference. So I suppose the market value represents the total credits to be had assuming an average amount of bribery and corruption :)
Title: Re: Once More, with Feeling
Post by: Cosmitz on October 25, 2018, 03:16:04 AM
A bit late here, and i kind of admit the other economy blogposts kind of made me skim over with a bit of a 'i'll see when i play it', but minus the credits of things, is setting up cheap colonies for fleet support feasible? I just want an infinite supply of fuel and supplies to start. :P I'll worry about global monopoly /after/ i'm done scurrying contract to contract.
Title: Re: Once More, with Feeling
Post by: Alex on October 25, 2018, 10:11:31 PM
This is actually on my list of things to test out, but I would definitely not expect an "infinite supply" to be easy to acquire :) That said, setting up a colony that gives you a modest monthly income - which you can spend on fuel, supplies, or whatever else strikes your fancy - is not too difficult.
Title: Re: Once More, with Feeling
Post by: Cosmitz on November 03, 2018, 04:27:38 PM
Thanks, that was my query per se, in the last few versions the start was relatively stuttery if you didn't fully master the art of frigate-to-frigate combat. If there is a relatively quick enough way to get to a point of self-susteinability with a small enough raiding fleet and not be tied down to just offing a million pirates before you can expand scope into the other areas of the game without worrying about ending up in a dead-end situation, that's all good.
Title: Re: Once More, with Feeling
Post by: Alex on November 03, 2018, 04:34:53 PM
Ah, gotcha. That should be much better on all fronts! You've got a 15,000 credit monthly stipend for the first couple of cycles, and can also start with a larger fleet, either scavenging or fighting focused.
Title: Re: Once More, with Feeling
Post by: Voyager I on November 03, 2018, 06:43:08 PM
I have been playing this game for literal years and tbh I am probably gonna pick the start that opts out of the single frigate start.  It was a nifty experience the first few times, but it outstays its welcome after half a decade and the eternal duel Starter Wolf vs *** Hound is not the real meat of the game.
Title: Re: Once More, with Feeling
Post by: Cosmitz on November 03, 2018, 08:17:16 PM
Personally i just made a template character, got it to a good point, didn't apply any skill points or affected any standings, and used it as a jumping off point for all the other characters.