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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 - MacguffinLove

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Blog Posts / Re: Uniquifying the Factions, Part 2
« on: July 12, 2022, 10:53:37 PM »
SD stuff feels like flanderisation, I don't like it, I think it really lacks nuance and subtly. every sentence I was reading about the SD just gave me a sinking feeling of "oh no, this isn't what they wanted all along was it?" It makes me fear for what's going to happen to the other factions when/if they get fleshed out in the lore reflected in-game, it makes me worry that the Hegemony is going to become the imperials and the Persian league are going to be the rebels. Another poster really early in this thread said something about how a great trait of Starsector and its factions is the grayscale that exists, I totally agree and I think it's an excellent aspect of the game that stems from lack of specifics especially in relation to the higher-up prime movers of the major powers which create enigmatic factions that allow the player to fill in the gaps to whatever they want their RP to be. When a faction is characterised in the way the SD has been with this blog post and given in-game elements that reflect it; I believe it removes the lack of information that allows people to build their own story: I do not want every LC ship to come with a LC specific D-mod which basically says "Aren't they stupid and backwards lol, -%10 for everything." The LC already have that reflected in the fact their ships have lots of other D-mods that aren't specific to them, it gets the point across without GETTING THE POINT ACROSS

When I capture one of those new SD ships I will not be rewarded with a cool new ship to try out and experiment with as a player, I will have a ham-fisted history analogy shoved in my face as lore at the expense of what could have been a cool new ship. the LC are already the "Wow I can't believe people actually act(ed) like this IRL, isn't that so funny and weird and aren't you glad you're not like them?" faction, two is too much. At the moment I can believe many things about tri-tach, maybe they're a scientific oligarchy manipulating corporate interests to fund their science projects, maybe it's a corporate board manipulating scientists to stay ahead of the game, maybe it's neither and they're being controlled by AI. At the moment I can believe any and that's wonderful. I do not want that choice taken away from me, I do not want the enigmatic world that has been created here to be made into something I've seen and played before, just a bit different. I believe the best RPGs create stories, not tell them.

I'm sorry for how negative this comes off especially considering my low post count but this really set up a red flag for me, enough for me to change my password, log in and make a post about it in the hopes that what I'm trying to articulate here gets across because I think it's an absolutely vital and elemental part of Starsector that would be awful to lose. I saw someone earlier say that the people complaining are just experiencing whiplash from having their perspectives on SD changed by this and yeah that's the case; but I'm taking this metaphor further by saying it's hardly self inflicted whiplash if we've been on a steady ride for half a decade and then the driver decides to just slam the breaks, it's actually kind of rude. Yeah it's his car but we're all sat in the passenger seats.

I like the other stuff though don't get me wrong, and I absolutely love the idea of being able to tell who you're actually fighting against during a battle besides just "Do they have high-tech, Y/N" and even being able to make tactics and strategies to combat a specific faction even if it does run the risk of being a bit repeatable. A couple suicide Drams for large LP fleets wouldn't be out of place. I think it plays well into the "We do not play fair and we do not care" chic that an astro-theo-primitivism terrorist cell should give off when coming for you. I think giving them the extra punch to be at least capable of accidentally knocking out something valuable in your fleet reinforces their character and makes fighting them more interesting.

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Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.4)
« on: February 06, 2020, 04:34:16 AM »
The Ismara's Sling doesn't terraform worlds by itself! You need to build stellar reflectors around the world you want to terraform, then the sling will be able to send water to complete the terraforming process.
Is it possible to have the Sling grayed out (disabled) until the reflectors are built?

This seems like a great idea. I will implement this in the next patch!
[/quote]

An easier way to deal with this that would be less bug prone might be to edit the slings description to mention the requirements, currently the text for the sling is a bit too vague, i think it should mention the mirror/shades by name so people know for sure that they need to trigger the "terraforming" condition in order for the sling to take effect, currently it gives the impression that the sling is an alternative to other methods.


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Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.3)
« on: January 22, 2020, 06:27:15 AM »
As far as i can tell, the Sling is broken ATM, i've made several saves with and without nex and other mods and nothing triggers.

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