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Author Topic: Giving commissions more flavor  (Read 525 times)

Fustibal

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Giving commissions more flavor
« on: July 03, 2020, 06:49:42 AM »

(Reposted from General Discussion).

Commissions in Starsector are very passive - you are a privateer for one of the major powers, and gain a bit of reputation and money every time you destroy an enemy ship. I have been thinking about ways to make them a more active part of the game and making them more exciting.

What occurred to me is that the Missions describe all sorts of exciting and colorful activity on the part of the major powers: strike fleets sent deep behind enemy lines to secure some objective, or smuggle some commodity out of Hegemony space, or sent on a desperate mission to distract an enemy invasion fleet to preserve the homeland. And I think that most of these could be implemented as special missions assigned to you by your superiors: in essence, having you be a secret agent rather than a privateer.

Let's take assassinating an enemy official, for example. The mission could be to kill one of the officials you see in the comm board. How might this be implemented? Well, in order to avoid having to have ground-based combat, let's say security forces planetside are too tough to allow them to be murdered there. But instead officials move from planet to planet in preplanned convoys, guarded by a fleet commensurate to their rankings; the portmaster of Volturn gets a fleet with one or two cruisers, but Philip Andrada gets a full detachment of the Lion's Guard, and pilots the Conquest himself. So to assassinate them, you'd have to figure out when they'd next be leaving land and where they'd go, and then you could ambush them at the jump point, deal with the escorts, and prevent the VIP from escaping. A nice multistage plan that would be fun to play.

Another possibility: intelligence gathering. To borrow an idea from Nexerelin, maybe you can plant spies in enemy worlds. But maybe getting their information is a bit harder: a mission could be to smuggle a top-secret agent into Jangala to steal some plans, and then three months later you'd have to get them off of there in a short window to prevent them from being caught and executed. Maybe a spy is the only way to find out the movements of a paranoid and extremely important target like Philip Andrada: you would have to either implant a spy of your own (one of your officers, maybe?) or bribe a high-ranking official to tell you when he'd be leaving Sindria for Volturn to inspect their lobster or handle a treason case.

One last idea: relief fleets/military distractions. Let's say that you are a stalwart defender of the Hegemony, and that Tri-Tachyon has launched another major offensive. Jangala is under siege by a massive invasion fleet and its defenders will fall unless aid is provided. You could be tasked with sneaking past the invasion fleet (which would be hovering around the world) and delivering heavy armaments and food to Jangala -- but if the fleet caught you, you'd be in for a hell of a fight. Or maybe the assassination of a high-ranking general would put the invasion into disarray. Or you could - through the derring-do of your agent on Eochu Bres - uncover "evidence" of treason in Tri-Tachyon, causing the invasion fleet to be recalled in a hurry. You get the picture -- commissions could be a strong narrative tool, used to add flavor to the different powers and to add narrative excitement to the game.

Of course, some people simply want to be privateers, and in that case they can turn down all the special assignments!
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Morrokain

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Re: Giving commissions more flavor
« Reply #1 on: July 03, 2020, 12:31:16 PM »

Though maybe something along these lines will be implemented and I'm definitely all for commission nuance flavor, I don't think it would be a good idea to let the player assassinate an iconic character like Andrada. (Unless you go the world of warcraft route where he "somehow survives and returns later" kind of thing, heh.)

The reason for this is that they will likely be integral to the story and by killing them you might inadvertently lock yourself out of a quest chain and things like that.
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Fustibal

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Re: Giving commissions more flavor
« Reply #2 on: July 05, 2020, 12:29:50 PM »

I understand why assassinating faction rulers might be problematic because it would require decent adjudication of what happens when a ruler is killed or a regime is toppled. However, I think that "assassinate Philip Andrada for the Hegemony" is as potentially rich an element of a story chain as most other storylines that I can come up with involving him.

And I guess that this also touches on a bigger question: to what extent does Starsector want rigid story-/quest-lines, like the sort that the player just killing Andrada might foil, versus some semi-procedurally-generated story? It seems to me that if leaders are involved in stories that would be lost if they are killed, the story involved is more rigid than Starsector has seemed interested in. I'm not saying that prewritten storylines are bad -- they can be very well-written and deepen the immersiveness of a world -- but in a game that prides itself on its replayability, they might be out of place.

I could see Starsector going more for a type of story that is, well, a bit more event-agnostic. Instead of scripting that, say, in c.209 the Hegemony orders a hit on Andrada to put an end to his affront, which fails and leads to a chain of events that escalates into full-scale war, there could be a set of actions that any state might take when it goes to war (strikes on infrastructure, assassination of high officials, etc.), each with their own brief quest-chain. This way, regardless of how hostilities play out in different playthroughs, there could still be interesting mini-stories -- and officials would not need plot armor.

(Also, do you know how cool it would be to be given an assignment to steal or destroy a nation's pristine nanoforge as a precursor to war? :-D)
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