Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Quote from: DatonKallandor on June 05, 2018, 06:54:23 AMThat's a good first step to making pirates act like pirates not psychotic serial killers. Although I think this would also be a really good fit for a dialogue option after a successful pirate intercept.The reverse should also be true though - player pirates should be able to demand cargo from their targets instead of going for straight murder (because a "pirate" that just kills everyone with no demands, or even if their demands are fulfilled is a stupid and unprofitable pirate who won't live long).I hear what you're saying, for sure. The counter-point is that the game's focus is combat, and campaign-level activities should (generally! not always) funnel the player towards that. A high degree of unprofitable and bad-for-self-preservation behavior is essentially a design requirement.That's not to say that the specific options you're talking about wouldn't be good. They might be! I'm just saying that stuff like that - that lets you avoid combat - should be evaluated in terms of gameplay and not assumed to be good because it makes the behaviors more believable or realistic. Some of that is good, both because it opens up player options and makes things feel more believable. Too much of it would be bad.
That's a good first step to making pirates act like pirates not psychotic serial killers. Although I think this would also be a really good fit for a dialogue option after a successful pirate intercept.The reverse should also be true though - player pirates should be able to demand cargo from their targets instead of going for straight murder (because a "pirate" that just kills everyone with no demands, or even if their demands are fulfilled is a stupid and unprofitable pirate who won't live long).
lots of new stuff, so i am so excited that cannot wait anymore !!!!!! it's amazing that you're making may dreams come true improving this game to "maraviglia", and so sorry for don´t be able to explain myself correctly in english, i intend but needing help to learn, my apologize and congratulations again
Note that player-pirates would still need to fight for their reputation. Nobody is going to drop cargo or transfer credits to some random guy they've never heard of. Build a reputation as a fearsome pirate who kills those to refuse to give in to their demands should be just as important as not killing the ones that do.
I don't know that "nobody" is going to drop cargo to some random guy if said random guy is pointing an onslaught at them...
My grim reaper murder-fleet does not care much what enemy is in the way. If it can kill it and profit somehow (profit may be optional if my Ming-wannabe is swimming in resources), my fleet is happy. My fleet is less of a pirate and more of an omnicidal maniac who kills for amusement, although it will not say no to free money and xp. ("Later! I like to play with things awhile, before annihilation. Hahaha...") I may try a destroy-all-factions playthrough, maybe if/when Starsector gets game-ender win conditions.
Faction hostilities: fixed various issues re: hostilities properly ending and total number/frequencyLast for at least 6 months, and rarely more than a full cycleHostilities between Hegemony-TriTachyon and other starting hostilities between major factions (i.e. not pirates/pathers) are no longer permanent
Are there plans to add more core worlds to this update? I could stand to have a few more, lore and gameplay-wise. There's some interesting combinations we haven't seen yet (iirc) like a system inhabited by both the Church and Tri-tachyon or the Persean League and the Hegemony. I feel like more warzones like Valhalla (?) would be an interesting place to hang out in.
I have a few questions about these changes. Once hostilities end, is TT any more likely to go back to war with the Hegies compared to war with one of the other factions? Is there anything influencing weighting on who fights who or does it remain entirely random?
Ships gradually get more aggressive when their peak time and CR tick down