Fractal Softworks Forum
October 20, 2017, 04:36:30 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: New blog post: Economy & Outposts (9/19/17); Starsector 0.8.1a is out!
 
   Home   Help Search Login Register  
Pages: 1 ... 4 5 [6]
  Print  
Author Topic: [0.8a] Better Beginning v0.3 - Create the Story!  (Read 15046 times)
Shodan13
Ensign
*
Posts: 7


View Profile
« Reply #75 on: June 08, 2017, 09:57:38 AM »

Ideally I'd love to see the game officially have a point based system where you can buy your starting ships, weapons, officers, skills and faction relations.
Logged
AxleMC131
Admiral
*****
Posts: 1015


Amateur World-Builder


View Profile
« Reply #76 on: June 08, 2017, 04:13:14 PM »

I guess i should say, while running dynasector only, it gives you the option to start with the vanilla starting options, where this mod works fine. so there it should be compatible just fine.

Really? Hmm, this is contrary to what people informed me of on Discord. Are you sure it's giving you Better Beginning options, not Dynasector options?


Ideally I'd love to see the game officially have a point based system where you can buy your starting ships, weapons, officers, skills and faction relations.

Perhaps, but if you gave the player X number of points and then allowed them to spend those to buy ships/weapons/officers/change relations/etc. then the system will undoubtedly end up being cheesed by people, say, putting all their points into a phase ship or something and either A) stomping the entire early-game or B) running out of supplies and raging at the game for being dumb.

It would have to be a carefully metered mechanic, and even then may end up causing more confusion (with yet another number the player has to keep track of) than is worth it. If I was to use such a format for Better Beginning, I'd present it as an initial number of credits that the player can spend to buy ships and additional weapons/goods (from a limited selection), similar to how you might choose to play in a normal game if you skip the tutorial, but through the game creation process.
« Last Edit: June 08, 2017, 04:19:13 PM by AxleMC131 » Logged



"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
Shodan13
Ensign
*
Posts: 7


View Profile
« Reply #77 on: June 09, 2017, 09:27:07 AM »

Ideally I'd love to see the game officially have a point based system where you can buy your starting ships, weapons, officers, skills and faction relations.

Perhaps, but if you gave the player X number of points and then allowed them to spend those to buy ships/weapons/officers/change relations/etc. then the system will undoubtedly end up being cheesed by people, say, putting all their points into a phase ship or something and either A) stomping the entire early-game or B) running out of supplies and raging at the game for being dumb.

It would have to be a carefully metered mechanic, and even then may end up causing more confusion (with yet another number the player has to keep track of) than is worth it. If I was to use such a format for Better Beginning, I'd present it as an initial number of credits that the player can spend to buy ships and additional weapons/goods (from a limited selection), similar to how you might choose to play in a normal game if you skip the tutorial, but through the game creation process.
Maybe having the vanilla as the recommended option with the points system unlocking after one playthrough?

I don't think the balance is a huge concern, it's a sandbox and if you want to cheese it, you will always be able to. This would just make for interesting playthoughs without the extra busywork at the beginning, like setting all factions to negative opinions or going full merchant.
Logged
AxleMC131
Admiral
*****
Posts: 1015


Amateur World-Builder


View Profile
« Reply #78 on: June 09, 2017, 07:19:18 PM »

Maybe having the vanilla as the recommended option with the points system unlocking after one playthrough?

Hmm, perhaps. I think the setup for forcing you to play the campaign tutorial first time works on something like this, and has a reference of some kind in the rules.csv. Could bear a little research.


I don't think the balance is a huge concern, it's a sandbox and if you want to cheese it, you will always be able to.

I thoroughly disagree with this. If you want to be able to pick from any and every ship, weapon and then screw around with faction relationships, you're looking at the wrong mod.

I hold balance in extremely high esteem. Sure, Starsector is somewhat a "sandbox" game in the sense that it's a story-less open world game. That doesn't mean balance isn't relevant. If anything it makes it more important because there are no missions or stories or quests that the player does in a particular order that would otherwise affect their progression. You start small and weak, you have awesome adventures and epic battles, and you get bigger and stronger - that's the point of Starsector IMHO. If you were to start the player with top-end stuff, suddenly there's no progression whatever and you're just flying around stomping stuff.

If that's the way you prefer to play, then I can't argue with that, but once again this is not the mod for that. Better Beginning's objective is just to add a little more variety and focus to the ship selection at the start of a game. Sorry, but that's the way it is. If you want to cheese the early-game, I can only point you in the direction of Console Commands if you haven't already tried it.


This would just make for interesting playthoughs without the extra busywork at the beginning, like setting all factions to negative opinions or going full merchant.

Contrary to the above, this is an objective of this mod. As yet I don't know how to change faction relationships, but suggesting more specific roles for your game is definitely something I want to encourage.
« Last Edit: June 09, 2017, 07:20:56 PM by AxleMC131 » Logged



"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
PyroFuzz
Lieutenant
**
Posts: 50


Also known as spice.


View Profile Email
« Reply #79 on: October 05, 2017, 01:13:15 PM »

I feel like it would be nice to be able to integrate this mod into Nexerelin. I honestly like this kind better: You would choose a faction and then choose your ships rather than a set load out of ships you have to choose from.
Logged

"I'm that guy with the cat pictures." - Spice

Yay! I have a good computer so i can do things again.
AxleMC131
Admiral
*****
Posts: 1015


Amateur World-Builder


View Profile
« Reply #80 on: October 05, 2017, 09:35:13 PM »

I feel like it would be nice to be able to integrate this mod into Nexerelin. I honestly like this kind better: You would choose a faction and then choose your ships rather than a set load out of ships you have to choose from.

You do know that there's an option to randomize the starting ships in Nexerelin, right? And there's no limit to how much you reroll the ships - you can spam the button until you get a fleet you like the look of. Tongue

I should say though, that this mod is technically discontinued and soon enough will be officially so. I'm working on a spiritual successor that will be far, far more exciting and original.  Grin Though Nex compatibility has yet to be attempted or even theorized so far.
Logged



"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
dk1332
Commander
***
Posts: 118


View Profile Email
« Reply #81 on: October 06, 2017, 05:16:52 AM »

You do know that there's an option to randomize the starting ships in Nexerelin, right? And there's no limit to how much you reroll the ships - you can spam the button until you get a fleet you like the look of. Tongue

There's actually has a limit on what ships you get on the randomization. Nex uses a list of ships for each faction (even the player faction and solo mode) to be generated as starting ships. It just depends if you want to change it yourself.

Quote
I'm working on a spiritual successor that will be far, far more exciting and original. 

 Shocked
Logged
Sy
Admiral
*****
Posts: 1087



View Profile Email
« Reply #82 on: October 07, 2017, 04:20:28 AM »

There's actually has a limit on what ships you get on the randomization. Nex uses a list of ships for each faction (even the player faction and solo mode) to be generated as starting ships. It just depends if you want to change it yourself.
you can always just use the Console Commands mod to create your own custom start, if you feel like it. that's what i usually do, and it only takes a couple of minutes. :]
Logged
Pages: 1 ... 4 5 [6]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2006-2011, Simple Machines
Simple Audio Video Embedder
Valid XHTML 1.0! Valid CSS!