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News:

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

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Author Topic: New player feedback and intro.  (Read 8382 times)

StarGibbon

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Re: New player feedback and intro.
« Reply #15 on: May 07, 2017, 05:47:51 PM »

Problem with being a "pirate", is that there's not much of a distinct playstyle or roleplay in the game for it at present.  Capturing other ships isnt particularly profitable, since ships dont sell for anything and require a lot of supplies to repair, and loot after battle isn't the main source of profit potential in the game. So you'll just spend a lot of effort grinding up rep with the pirates, in return for access to an inferior military market, and having everyone else in the game hate you.

"Privateering" for a faction, rather than outright piracy is generally a far better option, and you can still attack a helpless supply convoy of your faction's enemies if you want for fewer of the downsides of siding with the pirates.
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Vind

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Re: New player feedback and intro.
« Reply #16 on: May 08, 2017, 03:32:40 AM »

We need an option to demand cargo or capture the vessels as pirates. Blowing thing up and collecting scrap is not piracy.
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vagrant

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Re: New player feedback and intro.
« Reply #17 on: May 08, 2017, 08:29:43 AM »

We need an option to demand cargo or capture the vessels as pirates. Blowing thing up and collecting scrap is not piracy.

I was thinking this too, a system like how the Starlight Cabal in the Underworld mod interacts with the player perhaps?

The ability to

-demand credits, supplies, fuel, etc. (not crew, though.)
-demand a ship in the fleet be turned over
 
in the pre-battle (or post battle, pre-pursuit?) dialogue would be pretty cool.

I'm not sure how the chances to give in to / defy demands should be determined,
-fleet size difference, player officer nature, cr / hull status of both parties, pursuit or not, etc.
-enemy officers of higher levels more resistant to demands / more willing to fight?
-maybe a player leadership skill could boost chances of demands succeeding?
« Last Edit: May 08, 2017, 09:52:53 AM by vagrant »
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tchan

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Re: New player feedback and intro.
« Reply #18 on: May 08, 2017, 08:31:37 PM »

We need an option to demand cargo or capture the vessels as pirates. Blowing thing up and collecting scrap is not piracy.
-maybe a player leadership skill could boost chances of demands succeeding?

Yeah!  Leadership skill Intimidation/Intimidate: Multiplies your chances of target fleet to give in to player's demands by 1.5/2/2.5
and the icon can be a red angry fist or glowing red eyes :P
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