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« on: June 23, 2021, 07:50:16 PM »
Hello Alex,
So it's have been a few weeks I started to play Starsector again after a pause waiting for 0.95 release. Now that I have a few runs I thought it would be good to give some feedback on the most recent version. I will not go onto balancing issue because it's probably the most discussed topic on the forum right now and I'm playing too casually to have a relevant opinion.
The Good
My main comment is how alive the sector feels now in comparison with previous versions. The main quest, the contacts, the quests found in bar, they bring a lot of immersion which was missing before. Talking of secondary quest, I also appreciate the "surprises" that come with it (inspection and patrol fleet, lazy scavenger blockading system, etc...) which provide new enemy to fight (even if you're supposed to be allied to them).
I also really appreciate the new opportunities to gets ships, which was also one of the main downside previously. Ultimately, I have the feeling that there is various way to play the game. It's especially the case when there is several options to complete an objective, and I think story points greatly help from this point of view. I rarely play offensively or combat-oriented run but more exploration-driven kind of runs and it is pleasing to not be penalized for not bringing 3 Legion and 2 Paragon with you each time you are tasked to do something. And finally, the load of artifact and lostech that has been added is more than I was hoping for. I remember commenting a few years back on how this game remind me the Battletech universe, which was a strong inspiration for my mod. Now I realize it's more true than I was expecting, which is awesome IMHO.
The Bad
Well, nothing major. It's more a collection of small downsides, nearly-bugs and other little irritating things. I would especially highlight the fact that the v1.0 is very close now (based on the release), and that some small details which were easily deemed insignificant when the game was considered a WIP (v0.7 for example) will now feel like a lack of polishing as the game is closing in to release. Most are related to AI behavior in the broader sense:
-Shrike using its manoeuvring ability to ram an enemy station, but failing to use it to easily disengage and retreat
-Plasma cannon not firing on station at point blank range (even if no other ship is obscuring LoS)
-Ship bumping in each other when fighting a station because they stick so close to it, even if armed with long range weaponry
-Large ships failing to comply orders because they are too busy chasing enemy frigates
-Fleet bumping into the sun outside of combat because they try to circle an object (research station, probe...) or because they need to get to the other side
-Allied fleet deploying poor choice in combat. For example deploying a Venture and some crappy frigates instead of an Eagle
-Ship sending torpedo against wing. It seems to only happen to Automated ship with Fearless AI officer, but maybe I'm wrong.
The ugly
The rest is a mix of quality of life, nitpicking and enthusiastic suggestions.
-Record and list location of stations and derelict
-Add some short-term and mid-term relics and artifacts? Right know the Industry related items are very-end-game: you need big fleets to get them, and big, well-developed planets to use them. By the time I reach this stage in the game, it's start to be repetitive and often I start a new game. Maybe adding less-powerful items could flesh out a bit the beginning of the game? For example, something that increase a commodity production by one or two but only as long as population doesn't reach a certain cap? Or a small production core build on light industry allowing to build only frigates and destroyers?
-Incorporate ships with specialist non-combat road in some way (through fleet management). So far there is some ships not really useful combat-wise, but with a strong "character". My best example is the Venture. I just like this ship, its design, its lore. But it's one of the less interesting ship past the 1st cycle of play. A suggestion would be increasing by only a few % an industry income as long as some ships are integrated in your faction fleets: some would increase Mining (Venture), other Techmining (ship with Salvage gantry), or slightly reduce ship building cost (Construction Rig). Just something to make this ships more "alive" or interesting, but without breaking the game?
-The Ability to build space stations. Some mods already implemented this aspect, but since they are so pivotal in the combat and exploration aspect, for me it seems that under special circonstances they could be build. Maybe in specific location. Or maybe by "recovering" derelict ones (in a similar way to recovering ships)?
-Colonization by other factions. That's one of the last thing the major factions can't do and that the player can. Once again it's more about "immersion" than "gameplay". It just feel strange than most of major factions are happy to sit in the crowded central cluster. But we don't want it to happen too often. Instead it should be a great endeavour and maybe pivotal in the story of a game run.
-And the least useful one: the Buffalo MK2 should have a Shield shunt and Militarized subsystems hull mods. This ship is the embodiment of the stat of the sector. I would really like to use it more often, but its not really worth it at the moment...
Anyway, thank you very much, I just love the game (and its special community) more and more. It was worth the wait.