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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Racionador

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1
Blog Posts / Re: Raiding for Fun and Profit
« on: November 29, 2019, 02:56:12 PM »
Ok, I'm loving these upcoming developments to the raiding system but I do feel like the system itself is taking place in a very, err, static envirorment.

What I mean by that is that during the whole game, only your colonies grow, only you establish actual colonies (counting Luddic path and Pirate bases out since they do not produce and/or demand commodities as far as I'm aware, altough I think you can sell them specific stuff for a lot of money?) and most importantly for me I think, once colonies are gone the faction will not make efforts to reclaim it and/or try getting a new domain.

Current raids can usually just be spammed after a tactical bombardment to obtain the exact same results plus blueprints/resources and without the negative effects of a saturation bombardment, this also makes me feel like once you can raid something, you're basically beating a dead horse that is your target faction already.

I believe an update of this magnitude would require additional game changes to truly fuction as well as it was designed once into the game:

1) Increase the time marines need to recover from a raid. Being capable of raiding the same planet again after just one day (more or less) breaks the system no matter how marines are overhauled. Either give them a fatigued state witch revovers after a week or two (and is reduced the more experienced marines get of course) or just slap a placeholdery hardcap to raiding, maybe once every two weeks?

2)Allow the faction with a planet on the brink of decivilization to send a "stabilizing expedition" to said planet to save it. It would provide much needed longevity to a planet that's been raided to the ground and that would grant the player an admittedly massive market advantage if said planet was a major producer of I don't know, fuel, heavy machinery, supplies?

3)Allow faction planets to actually grow, therefore also increasing their market shares overtime. This would have the player need to become a dedicated raider once he/she has achieved resource monopoly and the AI is going to try and get a bigger slice of the cake. This would also give you guys the opportunity to expand the current survey data mechanic as there currently is no motive behind a faction giving survey missions. Imagine actually having to think before giving pirates survey data of a class V planet not too far from the core systems...

4)The former two suggestions have a problem tough, how do we define and limit the extent of what a faction can do? I'd actually give them a monthly income, just like the player.  It would either grow or decrease based on how many factions are at war with them, how many military fleets it's rebuilding for various reasons, how many expeditions are being funded and also what are the faction modifiers.

5)These modifiers are simple, some factions are more prone on aggressive expension but will always leave many of their settlements to themselfes if they're endangered (looking at you pirates). Some other factions could not only be against any faction expanding outside the core systems in terms of reputation, but they would automatically send expeditions to said colonies as soon as they pop up provided they have the funds for an expedition (Luddic church). You can imagine similar AI behaviours for the other factions aswell, I will not produce any more half-baked ideas since I think the reply is long enough already. Again, I love how many mechanics in this game are costantly being overhauled for the better, keep it up lads!
i with you, the game have a lot of nice features and things to do, but i cant just ignore the fact that factions act like they dont care, what is even the point of having factions with such deep characterization that dont seems to follow their goals?
i a bit worried on that point because everytime someone ask this questions to the guys making the game they seems to avoid at all cost or just give a ''maybe'' answer

2
Then in that case:

If you can capture planets and stations, the game will become about capturing planet and stations.
only if you set you personal objectives into that.

3
I don't recall what Alex said exactly about this stuff, but approximation is that he simply doesn't think this stuff belongs in the scope of the game. He doesn't want Starsector to become a strategy game at some point. It might be possible that he changed his mind about it or that he found a way to make invasions be engaging, but it doesn't seem like it's the case. I personally wouldn't mind not being able to conquer planets, if there were ways to control major factions in some other way, mainly to stop expeditions.

but capturing planets dont sound like something that would make the game too ''strategy''

4
i did not explored the entire game yet, but dont you can bomb a planet until everyone is dead and make a new colony on it?

5
reading about how the game works i was told that Fleets dont refuel or take supplies, but dont they are affected by their faction economy?
if i manage to interrupt the production of a faction like attacking their planets, will this have any impact?

6
General Discussion / Re: Hyperspace Storms: Unfun or Necessary?
« on: August 23, 2019, 06:43:39 AM »
I honesty think its a interesting feature, its annoying but its part of the realism, Space is not empty its full of little particles.
I think what should happen its a feature on a late game that once you upgrade your ship its more easy to avoid them or tke some form of advantage from them.

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