Getting ambushed is boring in starsector. I suggest some changes to make it less boring. Inspired in part by this thread
http://fractalsoftworks.com/forum/index.php?topic=14105.0In the early game, you often get ambushed by pirates. First, you click through a bunch of dialogues. Ok, that's boring, but surely it leads to something exciting? After all, this is an ambush. No, it leads to you to one of the following outcomes:
a) "out maneuvering" them somehow by dialogue-fu.I have no idea how this calculation is made, but you feel you earned it only as much as you earned fording the River on the Apple IIe Oregon trail. And it makes you wonder why it should take place at all if that's all that's going to happen.
If you can't do that, then one way or the other you'll have to spend several boring minutes fleeing up the combat map, at the end of which you get one of these:
b) escapingthe game divorces fleet combat speed from campaign map speed, so that you can get caught on campaign map, but then use maneuvering jets / burn drive etc to escape the "faster" fleet sometimes. Which raises the question - if I am able to escape the enemy fleet by flying up the map for 5 minutes, why couldn't I just "outmaneuver" them in the dialogue? What was the point of that 5 minutes? Then there's a bunch more text dialogues, and for some reason the pursuer fleet can't chase you again because hand-wave.
c) getting chased down and inevitably killed,This is often the case since the early pirate scouts are speedy. Defeat is a foregone conclusion, yet the game insists on dragging it out with the long "fleeing up the map" interlude. Usually this feels cheap because you got caught while reaching for a glass of water next to your mouse, and you were just trying to go to some planet to do something else, but the game's punishment for this is death, so you rage-quit.
Probably 99% of people either quit as soon as they get caught, or quit as soon as they lose a ship, and then reload. So why bother even having the escape pod respawn thing? Why have the boring fleeing up the map sequence? Why is the game designed this why if 99% of people aren't even using it, or are erasing it from history (reloading) as soon as they can?
Here's what I suggest:1.
Get rid of the outmaneuver text dialogue outcome. If you're caught, you're caught.
2. Make your fleet and the enemy fleet spawn next to / on top of each other in the middle of the combat map, and on vectors/positions/velocities comparable to how they were in the campaign map, sometimes even colliding explosively with each other, which adds a risk to the ambusher. Only the ambusher gets to choose which ships to deploy. Ships can retreat by reaching
any of the edges of the combat map.
This means no boring fleeing, just an exciting furball as the ambushed ships tries to make it out anyway they can. New and different types of combat, and an actual reason to give your civilian ships something besides logistics hullmods.
Oh no you say! "It will be harder. I'm gonna lose my spaceships and then I will be unhappy since I play the game to collect spaceships and never lose them. I'm just going to rage-reload even more."
Yes, I've thought of that.
To balance the less forgiving but more exciting ambush mechanic, you should be able to payoff pirate fleets (and many other factions too probably) in the text dialogue before battle. Rep, respective fleet strengths etc being taken into account to determine how much the bribe costs. So you actually have a way to avoid death/reload just because you were eating a french fry.
Surely this is much superior to what we have now.