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Author Topic: Starsector vs. SPAZ  (Read 17840 times)

xenoargh

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Starsector vs. SPAZ
« on: December 17, 2013, 12:55:39 AM »

I've seen a lot of comparisons made between Starsector and Space Pirates and Zombies, but I hadn't played it, so I thought that I'd buy it (it's cheap now on Steam) and do a writeup, comparing the two titles, in terms of areas where I feel that they're weak / strong.  The below is a mini-review; all of this is my personal opinion, of course, but I feel I'm being fair.

For those who haven't played SPAZ, it's a title that has a lot of superficial resemblance to Starsector. 

You play as the commander of a giant pirate ship, whose attempt to find a mother-lode of "Rez", the most important commodity in the universe, leads you into dangerous territory. 

Gameplay consists of real-time battles where you lead a small fleet of warships into battle with various other ships, using a vast panoply of special weapons and power-ups.  Characters level up, and gain power that applies to all members of the fleet, as well as unlocking access to specific technologies.  Instead of Supplies, the amount of Rez and "goons" are the primary spendable tokens- Rez serves both as a form of supply and as the primary currency, "goons" serve as a secondary currency.

There is a fairly superficial plot, with multiple plot-points unlocked as the player progresses, that basically consists of excuses to force players to do long FedEx quests interspersed with the occasional Boss Fight.  It's nicely-done, though, and well-written. 

So, on a lot of levels, these two titles are superficially similar.  Where they differ at this point of development is pretty important.  So here's a comparison, showing where each title is, imho, superior / inferior, and a little discussion of why that's important.

SPAZ's Strengths

1.  Visuals.  SPAZ is visually stronger than Starsector in a lot of ways, which was, for me at least, the biggest surprise. 

Starsector has better art and a better user interface; David's sense of design is excellent, Alex's work on the UIs has been consistently clean and clear (if a little dense) and the ships, weapons and so forth are stronger and more memorable in Starsector. 

However, an aesthetic is not just the playing pieces, and SPAZ's creators did a lot of cool things.

SPAZ is much, much stronger, in terms of creating a sense of "unique places", through some pretty clever use of layered backgrounds.  With a few small changes, all of which are procedurally-driven but make use of handmade artwork, the randomly-generated SPAZ systems all feel surprisingly unique and interesting, with wreckage, debris, drifting asteroids, planets and astral features in the background, etc., etc.  It's a considerably more interesting world, visually, than Starsector's very plain backgrounds, same-looking clouds and same-looking asteroids.

The main thing that this artwork does, besides creating a really nicely-dense feeling and giving the title a unique feel, is that it creates a very strong sense of parallax; one doesn't have the occasionally-uncomfortable feeling of not-moving that one has with Starsector at times.

2.  Audio:  particularly, audio of voices playing, both as background and in response to game events, makes SPAZ a much more human place.  It's probably the one thing SPAZ and Freelancer have in common, besides both being games set in space.

The other cool thing they did was that each "flavor" of star system has its own music, both for resting and in battles.  Oh, and real battle music, not just a background that's barely-there.  While that got old for me after a while (I am one of those people who turns music off pretty fast in games) it was nicely done.

3.  Little extras:  things like collecting from dead ships, lifepods floating through space after a battle, real-time execution of capturing enemy ships, etc. 

SPAZ has a very heavy emphasis on doing everything in-game; while there are RNG-driven mechanics, such as how much loot a given ship gives when it dies, it's all done right there and then on the battlefield, and it has to be collected in real-time.  While this has some tiresome moments, which I'll get to in my final analysis, it's quite a bit nicer than the current system in Starsector, where battles are a series of set-piece affairs.

4.  Plenty of stuff to do. SPAZ is chock-full of mini-games that are interesting and range widely in difficulty.  Everything from the dreaded Escort Mission to assassination missions using stealthed ships.

5.  A much, much better cloaking mechanic.  It's really quite superior to how "cloaking" works in SS presently. 

It's not abusive, it's not too hard to grasp, it can be countered... and it's pretty well balanced, so far as I could tell- making it a dangerous option but one with a lot of pitfalls.  TBH, after seeing it, I honestly think that if it's not that interesting, it shouldn't be in the game at all.  SPAZ made "space subs" fun and interesting and hard to fight against, without them feeling abusive or too hard to counter.

6.  A lot of attention to making human interactions interesting, and cute details.  Things like the sarcastic advertisements at Science Stations, who will trade Goons for Research Points (the experience-points in this RPG)- "We're always looking for new guinea-pigs!" to the various conversations that occur with your crew during the plot, to the funny bits dealing with the Bounty Hunters... there's a lot more life and polish there. 

This is something where SS could probably be spruced up pretty easily; things like having multiple greetings, different pre-battle hails from fleets depending on who they are and what they want, etc., would be cool.

SPAZ's Weak Spots

1.  The core mechanics of the combat are pretty shallow and superficial compared to Starsector.  I've heard other people here who've played both titles call SPAZ's gameplay "arcade-like"; to be honest, I feel like that's the wrong way to describe it. SPAZ's combat is all about number-stacking, with very little player skill involved.  Past the really early game, the ships you'll fly are slow and ponderous, and for the most part, your decisions will consist of how to stack your ships' equipment and basic decisions about whether to move closer or farther from the enemy and who to target.

Past that... well, there is no past that.  Basically, it's all about stacking for the encounter type and the enemies you'll be facing.  There are a lot of flat counters, so if you guess wrong, you're probably dead. 

For example, past mid-game, if you don't have PD, which is a non-trivial choice to equip (unlike SS, PD weapons don't do double-duty as weak main guns and they take up a valuable slot) you're going to get slaughtered by missile-heavy enemies, since there are a lot of missiles that don't miss nearly often enough, and they don't run out of ammo and they're good enough at knocking down shields that it's a matter of when, not if.

This emphasis on stacking is interesting only if stacking is a novel concept to you as a player.  Personally, I find that kind of mechanic very, very boring, because it's a substitute for building interesting movement mechanics and decent AI.  Starsector's far stronger than SPAZ on both counts.  But after I figured out that I could kite any of the Stations in the game with long-range laser beams, simply because the AI pilots could and would kite at perfect maximum range and wouldn't take enough hits to ever lose their shields, if I didn't equip them with close-range guns, it got pretty dull pretty fast.

2.  While I think Starsector is currently relying on grinding more than it probably should in the final game, SPAZ makes it look really nice and gentle about grinding.  There are quite literal walls of difficulty, where the game's difficulty jumps by 15 levels, the numbers of enemies (and their size) means that if you're not ready, you're dead.  Not "dead if you aren't really skilled and lucky", like in Starsector, but just plain dead.

Because those walls take increasingly-higher amounts of XP to conquer, it gets very dull, very fast.  I'm not sure I'll even bother finishing it, largely because of these mechanics; I really, really despise games that put such artificial walls in place.  I'd rather be challenged a little more gradually.  SPAZ seems to encourage players to take a completionist approach to things- if you aren't ready for the harder inner zone, then go around to the dozens (if not hundreds) of generated star systems and get all of the tech goodies you need to actually have the right stacks.

This emphasis on stacking that's derived from grind, rather than skill, really bothers me.  It probably wasn't necessary to design it that way, and it's probably pretty easily fixed.  But it never got fixed, despite a lot of updates post-release.

3.  Too many things are obviously superior to other things.  Balance is pretty darn bad. 

There are maybe 1-2 ships in each size category that are fairly optimal for combat, given the mechanics, and what's more, until one is building Huge ships, they tend to be ships with a lot of cargo capacity (yup, the freighters are generally superior to the dedicated combat vessels... sigh). 

Same goes for the guns.  You have lasers that are for kiting, and they pwn everything else at kiting, period.  You have useful missiles, and a bunch of useless missiles that look cool but don't actually work all that well.  There are cannons that are pretty powerful if the enemy's shields are down, but the balance is so starkly in favor of shield-killer weapons that it's not even funny.  I've seen online comments about how the cannons eventually become OP, so I presume that they're eventually OP, but I can't see how having no-miss, instant-hit lasers be the kiting weapon par excellence is good balance.

4.  All of the core mechanics used to determine how to stack ships (i.e., how to win) are poorly explained, if they're explained at all. 

There are BARS showing "relative" values for weapon power, range, etc., etc., but NOT ONE !@#!@# NUMBER. 

That's right- no numbers.  So, is that Huge Beam Booster worth installing, or not?  Does it stack with a bunch of Small Beam Boosters, or is that a waste?  I don't know, because the game doesn't tell me.  At all.  It's unbelievably frustrating.

If I want any numbers, I have to break open SPAZ's modding source and derive them, which is not straightforward.  I decided, just for fun, to make the Torpedoes relevant, by buffing their DPS and range, and that turned out to involve hunting through inherited values and dependencies, because it wasn't done in a straightforward way- no neat-n-tidy CSV with clear values, nosiree.

This lack of numbers is just... ugh. 

It's like they had the numbers on display, but they were getting a lot of flack from early players, who were using the numbers to back up their (correct) arguments about how many of the ship designs were terrible and useless, and the developers, instead of fixing their balance, took the numbers away and claimed they'd buffed / nerfed things to shut people up.

Starsector's approach is, for all of its depth and density of presentation, far superior.  Knowing that you've just boosted Flux Capacity or that you're getting a 10% buff to turret speeds, etc., etc.- these things may or may not be wonderful or even useful, but at least I have something to compare and contrast with, other than stacking endlessly and hoping for the best.

5.  Poorly-implemented control over your fleets.  As much as I think that Starsector needs some improvements there (in particular, a "go here and stay in a very small radius" command and a "everybody kill THIS THING RIGHT NOW" command would be big improvements) it's a vastly-superior experience.  One thing people here have noted before is that SPAZ allows for "custom AI behaviors", but I'd like to say that these "custom" behaviors are basically junk.

For example, there isn't a "go out and mine all the Asteroids" button.  So I'm forced to spend lots of time hunting down asteroids and leading my stupid AI pilots around, collecting loot, and then laboriously sending it back to the mothership.  Boring, boring, boring.  I want to give a command and see my ships go off and do something useful, not lead around simpletons in an inefficient way.

While we can put the AI on "aggressive" and "passive" modes, they're both useless.  "Aggressive" basically makes the AI just go off and get ganged up on, which is useless, while "passive" makes it unable to defend itself.  Same thing with taking it off "help the player" mode; it basically makes the AI run off and die.  While Starsector has similar issues, it's not nearly as bad- I can send a task force to an area and expect it to at least vaguely attempt to hold it, whereas in SPAZ, it's a total waste of time.

6.  Really low fleet sizes.  I'm somewhere near halfway through, and I have three ships I can deploy... and not just three, but three that are artificially limited in terms of size, so I can't have three decent ships, but am stuck with one good ship and two that are only moderately useful. 

Compared to Starsector, this sucks.  It makes stacking an even more painful experience, because at certain points, the smallest of the three ships is pretty useless, but its just barely useful enough that not having that extra bit of firepower is necessary.  So I'm going to bleed Rez fairly often, mainly because I can't build what I want, when I want it.  There is nothing like the freedom of Starsector, at least in 0.6+, where if I'm patient, I can buy the perfect fleet for whatever level I'm at, balanced for my character's strengths and weaknesses.  It's a really artificial way to ramp difficulty, and if I didn't think that I'd need the patience of the ancients to figure out how to mod it out of the game, I'd mod it out of SPAZ just so that it didn't irritate me.

7.  Modding.  Modding SPAZ is, from what I gathered, pretty difficult and overly complicated. 

SPAZ's data structure is pretty ugly and hard to read, uses the concepts of dependency and inheritance to excess (imho, inheritance is not a good practice; sure, you waste a few hundred KB by not using inheritance in data objects, but when it makes your code easier to read and maintain, let alone balance and mod, it's a no-brainer).

There is nothing like Starsector's API structure, Janino support, or the superlative support Alex has given the modders here.  It's simply not comparable.

Summary

I think that Starsector, once it has an official Something To Do, will be a better game than SPAZ.  It should borrow from the things SPAZ did that worked, though- mini-adventures and missions are really great and add a lot of purposeful fun, and the visuals were a big improvement, largely because they added so much real variety and unlike Starsector's static backgrounds, they made excellent use of parallax, producing a really slick feel.

That said, I don't think I'll even finish SPAZ.  The core design issues, especially the really heavy-handed emphasis on grinding (and worse, having to search through countless low-level areas for Tech upgrades you'll desperately need later) really turn me off.  It could have been a much, much better game than it actually is, with a few changes, most of them relatively high-level things. 

For example, there is a "miner AI"- the AI ships sometimes have it turned on, in specific scenes- so tying that to a UI button wouldn't be too hard.  Fixing the ships to be more balanced probably wouldn't be too bad, either; mainly, the combat-oriented vessels needed more slots, or bigger ones, to make up for their lack of Utility slots, and better armor / shields than they have now, so that for pure-combat purposes, they're more compelling choices, the weapons balance could be improved, etc., etc.  This lack of polish on the fundamentals, which pushes players towards completionist gameplay (gotta check every last system and find Tech X that I need for Stack Y) is a pretty un-fun thing, when one realizes that it pushes the gameplay hours to huge numbers... without adding anything fun to do. 

I mean, it's not all that fun, having to kill a bunch of Civilians in countless systems where I'm massively over-leveled, just to make a deal with the UTA to get Tech.  It's not fun to have to then do the opposite to make nice with the civilians.  Oh, and then fight a bunch of Bounty Hunters who are no longer challenging because they're leveled for the zone, not the player.  Pretty dull, yo. 

So, in my final analysis; while I don't play Starsector Vanilla, and haven't bothered other than briefly testing the new updates, since I have a mod that I think is more entertaining to play atm, I think it's largely doing the right things, and the areas where it's not quite as good are either easy to fix or will be worth the time. If there was only one thing that I'd port from SPAZ to Starsector, it would be the mini-game / missions; that alone adds an enormous amount of life to a title that would otherwise feel unspeakably boring and empty, even if there were plenty of places to go kill stuff. 

I would even say that it's perhaps more important than an overall goal; having structured Things To Do that are mini-games with win / lose scenarios that have an impact on how the factions feel about one's character is a really nice structure.  It worked really well in Freelancer and it worked really well in SPAZ.  I just wish the rest of SPAZ didn't annoy me so deeply; I got done enjoying grinding for grinding's sake when Final Fantasy VII was the coolest thing ever made for the Playstation, and I never ever want to grind that much again, period.
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FloW

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Re: Starsector vs. SPAZ
« Reply #1 on: December 17, 2013, 01:14:27 AM »

One thing that reduced the (active) grinding in SPAZ for me:
Search for a level 3 mining station, get friendly with the civilians, make your smallest ship your personal combat vessel, turn every other ship into an hauler and give them the hauler AI, sit above the asteroid near the level 3 station and go eat something.
With the money earned, go to a (very) friendly colony station and buy goons, deliver them to a science station, rinse and repeat until you run out of money, go back to step one.
In some cases it's even possible to buy goons from colony stations and sell them to mining stations and make a profit that way.

Apart from that: Combat changes once the Zombies show up, the last chapter of the story changes the global gameplay a bit, but overall I come back to SS more often than SPAZ. Mostly because SS won't stay the way it is now, but SPAZ will.

And while the backgrounds are nice and unique, I don't feel like they are memorable. After some time you just go "asteroids" -> "garbage dump" -> "asteroids in a garbage dump" -> "nothing" -> "asteroids" ...
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Re: Starsector vs. SPAZ
« Reply #2 on: December 17, 2013, 01:32:53 AM »

I agree with you that the background for SS is lackluster, but SPAZ' background just gave me the feeling of commanding the fleet through a galaxy comprised of one of those drinks kids buy at convenience stores where they can mix 12 kinds of multi-coloured soft drink ice slush into a cup.

I bought into the beta right before I found out SS I think. I only finished the game once just as the whole campaign was put in during beta. I think I spent some 15 grindy hourse in a capital ship with multi-fire missiles trying to deal with the things in the centre of the galaxy. It was one of the most draining experiencing I've had in gaming, all I did was hold down the fire button and try to avoid ______ while I blow up the spawn points.
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xenoargh

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Re: Starsector vs. SPAZ
« Reply #3 on: December 17, 2013, 01:55:58 AM »

Quote
I bought into the beta right before I found out SS I think. I only finished the game once just as the whole campaign was put in during beta. I think I spent some 15 grindy hourse in a capital ship with multi-fire missiles trying to deal with the things in the centre of the galaxy. It was one of the most draining experiencing I've had in gaming, all I did was hold down the fire button and try to avoid ______ while I blow up the spawn points.
That's my feeling, too.  I probably won't even bother finishing it; when a game goes that way, I get pretty unhappy. I'd rather be all done leveling up after a couple of hours and spend the rest of the time actually doing something interesting, like trying to win the game.




As for the backgrounds in SPAZ... I agree, it's not perfect, but right now SS is a lot worse in that small area.  

It had a lot of strong points.  Stuff like the dead ships floating around with electrical flicking, for example, was really cool, and there are all those cool little useless things to blow up.

SS's static backgrounds and same-same-same asteroids / clouds are not even close.  It really struck me immediately how empty and boring SS was by comparision- while I thought the clouds / fog was a bit much, it fit the setting, and I'm not saying it should be copied verbatim anyhow- merely that the idea's solid.

I agree that it becomes much-of-a-muchness after a while, but I think a lot of that has to do with the sheer number of procedural systems we visit. 

If there's anything that I took away from SPAZ, it was the feeling that SS might be better to stay down around 10-15 Systems, max, but have each one be really different and spectacular, instead of just turning into a big smear of sameness.  

I know that "procedural" remains one of the cool power-words in Indie game-design, but frankly, I think that SPAZ proved that if you've designed a system with enough procedural Stuff, it just turns into one big blur after a while. 

Then again, I had the same issues with Minecraft and Terraria, both of which made stellar amounts of money, since people really like the idea of "unique worlds", but neither of which I found all that compelling as games, and both of which, like SPAZ, relied heavily on grinding for Stuff in order to progress as a substitute for the gameplay becoming fundamentally more interesting.

One of the banes of procedural systems is that the art gets reused a lot, and it needs to be re-combined in ways that feel unique, which is pretty hard, because unique art creates patterns, and we remember patterns really well.  

"Say, isn't that the swirly cloud pattern I saw on that cool desert planet?  Oh, yeah, it is."

The above can be combated by doing multiple layers to a cloud pattern, so that two offsets combine to produce a unique-looking result, but it's still pretty hard to avoid that annoying sense of deja-vu, followed by boredom.

One idea that I had was that SS could build 3D spheres that were distorted by a semi-random operation and colored the result with a shader that combined multiple textures according to vertex data.

These days, a sphere with 20K triangles, which is probably enough to have a pretty good result, isn't a really big deal, even a half-dozen on the screen at once isn't too bad, and they could have LODs when zoomed out or if the user set an option, too.

Problem is, developing something like that's a lot of coder-time for something relatively minor; it'd make sense if SS was a AAA, but is probably not worth bothering with in an Indie project.
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Re: Starsector vs. SPAZ
« Reply #4 on: December 17, 2013, 02:05:31 AM »

The best way to reduce grind of collecting rez and buying research blueprints is two fold:
A) Attack enemies of a higher level than you, they will drop lots of Rez and XP
B) Destroy civilian and military outposts - you get decent XP but they will always drop any blueprints they have.

I highlight point B as something almost necessary in the game to get through it as quickly as possible, always target bases that are lower in level than you. Otherwise only buy the essentials needed to get through the game.

Also I wouldn't worry about numbers other than the technology level of your opponent, it's about the only indication you really need.

My personal favourite weapon setup is to have 1 or more lasers for weakening shields then have a particle cannon. IMO the particle cannon is almost overpowered if you have lots of cannon booster modules. Although not logical you need to avoid ships designs with multiple cannons as a 'feature/bug' of the game is to fire each cannon individually in sequence. This means if you have 10 cannons on your ship after the first one fires it then animates the next 9 in sequence before returning to the first...it's a *** design. Meanwhile if you have one cannon and 9 booster modules you get an insanely OP machine gun, and the particle cannon will finish off the final boss in like 20 seconds.

If you're looking at the Minmax forums you'll find a 'More Hangers' and a 'BigBeef' mod that gives you more and larger hangers.

Happy hunting.
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xenoargh

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Re: Starsector vs. SPAZ
« Reply #5 on: December 17, 2013, 02:22:17 AM »

I take it that, unlike what was said / implied at the start, wrecking all the Stations won't effect the end of the game, then?  I've only wrecked a couple of dozen Stations (including a supposedly-invincible Bounty Hunter station that I kited to death with the weak-but-long-ranged lasers you get right at the start of the game and boosters).

I hear you about the cannons vs. the beams; it's just silly that they're so weak vs. shields, miss a lot and generally suck because of the animation issue. 

I feel like SS has a much better mix of weapons and fewer weak spots, although I honestly feel that what I've done with Vacuum works better still (granted, with areas that occasionally are massively OP / UP until I get around to nerfing / buffing them, but that's just how it goes with a big collection of guns).

Anyhow, I mod-buffed the Torpedoes instead, because it got so dull maxing out beam-boat builds with a cannon ship in the mix as a finisher and it was the worst of the missiles, quite a joke as originally designed, balance-wise.  I also considered buffing the mini-missiles, since they looked so cool but sucked.

I don't have enough desire to finish the game to bother with doing a proper rebal mod, though, and from what I read on their forums, it appears that most of the existing rebal mods were made by people who felt like they wanted even more stacking problems / grind, rather than builds the AIs could use reasonably well but were challenges for the player to use efficiently, so I haven't bothered picking them up. 

BTW, on the hangers thing, probably the ships I'd buff would mainly be the smaller ones- for example, Big Brother is almost, but not quite, useful, but if it had a second Drone hanger, it'd work pretty well.  But from what I read, I gathered that changing that isn't trivial- something about having to install Torque merely to change ship turrets, which sounds way too much like actual (but unpaid) work to me :P

Granted, if all I consider is Vanilla SS vs. what I've modded in Vacuum, the differences with SPAZ aren't as stark.  Vanilla SS's low OPs mean that you're faced with the same issues of sub-optimal ships a lot more frequently than is fun, simply because you can't put on quite enough Hull Mods.  Ah well.
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Re: Starsector vs. SPAZ
« Reply #6 on: December 17, 2013, 02:31:54 AM »

A feature that would really benefit Starsector in the sense of sprucing up star systems would being able to make stars and planets out of different shapes than just spheres.

So you could mod in ring worlds, giant megalith scale space stations, planets that have giant craters from asteroids / terraton yield weapons, mega structures built into planets (massive cities, planetary shield generators, surface to orbit giant defense cannons?) or even planets that were cracked wide open by mining or weapons of ridiculous massive destruction. None of these things could be represented well with just textures applied to a sphere.

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Re: Starsector vs. SPAZ
« Reply #7 on: December 17, 2013, 02:37:50 AM »

Thanks Xeno, interesting read :)

I didn't get SPAZ for ages because I thought it was looked/sounded ridiculous but it ended up being one of my best gaming experiences ever (well, in more recent years).

I probably agree with almost all your points but I think some things matter to me either less or more.

I really enjoyed the atmosphere of SPAZ. I think the sounds, graphic style and game style mix is extremely well done and pretty much made the game for me. It comes together really well as a complete package. It almost felt like they intentionally kept the scope of the game smaller so they could concentrate on specific parts.

However I do agree that StarSector is by far the superior game. I think I played SPAZ at the same time StarSector was mission only (and was StarFarer) and then the StarSector initial campaign got released and I stayed up all night playing it, and hadn't done that with SPAZ :) Pretty good barometer of how good a game is I think :D
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Re: Starsector vs. SPAZ
« Reply #8 on: December 17, 2013, 03:00:51 AM »

I take it that, unlike what was said / implied at the start, wrecking all the Stations won't effect the end of the game, then? 

It makes no difference at all how many you destroy. Destroy and your liesure. In the final chapter you are friendly with all stations and are unable to damage UTA or Civ ships, so you are forced to buy tech blueprints or hope you find an enemy zombie base with the tech. You're right though the game can be quite grindy none the less, but when starting the game you do get a choice of galaxy size and tech frequency, if you're looking for a quicker game definitely go for a smaller system with more tech - otherwise yeah...it's just self inflicted grind.

The 'invincible' bounty hunter stations in the early game are easy-ish, but the final bounty hunter station in the final act is a harder - you get the 'Base Killington' achievement for destroying a 'Tier 3 Bounty Hunter Stronghold in Chapter 4'.

Cannons sucks in general in SPAZ, again except for the particle cannon, it is like a hot knife through butter against shields, armour and hull.

I know what you mean about torpedoes too, I've honestly never touched the things they are so exceptionally useless - and missiles....are a joke. SS is slightly better on the torpedo front and missiles can be quite awesome, I just think torpedoes could be faster.

Vanilla SS's low OPs are an interesting case, as you have to compare it to the amount of OP's when you're at say level 50 or so and the OP cost is significantly reduced. I'm hoping to see the final version of SS having level'd sections like SPAZ instead of being chased after by 20+ pirate ships including capital class.

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Re: Starsector vs. SPAZ
« Reply #9 on: December 17, 2013, 03:19:19 AM »

I'm with xeno on this one. SPAZ was a really hardcore experience for me and I felt overwhelmed after a while. SS, however, is a lot more variable in its intensity.

If the scale of your plans are too big, you can store the vast majority of your fleet at corvus 1 and fly around in that bastardly quick little destroyer of yours, and enjoy preying on slow and poorly-defended AI fleets.

The SPAZ campaign was also a bit too fast paced for me, I didn't have time to slow down and enjoy HAVING a bunch of spaceships to command! SS is a more comfortable experience over all.

I personally prefer SS over SPAZ also becuase of the depth that is at your fingertips in SS. SPAZ only has a few ship, and a pathetic amount of weapons compared to SS, and the UI feels far too unfinished. I feel like a dirty miner who got lucky in SPAZ, but in SS I can be a Pirate Captain, a Corporate Privateer, an Independant Admiral, or even the Supreme Overlord of Death for the entire sector. SS is just a better thought out game with more passion and thought and time put into it, and it shows.
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xenoargh

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Re: Starsector vs. SPAZ
« Reply #10 on: December 17, 2013, 11:24:02 AM »

Oh, and I looked into adding new slots... it's really not as hard as people made it out to be.  I added a number of new slots to Big Brother, for example, without any problems.

I guess that the only reason why there aren't lots of custom ships for SPAZ is that there isn't a hitbox border or a tool to design the weapon slot offsets (which are quite tricky to do by hand, because of the 1/-1 coordinate space used).  That's too bad, really; an editor probably wouldn't be too hard to write.
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xenoargh

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Re: Starsector vs. SPAZ
« Reply #11 on: December 18, 2013, 08:15:09 AM »

Got through enough of the game to see the Particle Cannons.  Wow, balance.  Seriously?  

Ugh, this makes me want to rebalance it properly.  I feel the urge.  Must quash it, I have work to do :)

Finally realized that if a star system doesn't have $ signs next to it, there is no Tech to steal, so it's totally not worth bothering with unless there's a unique Quest there you want or you just need some cash.  So in a game with max Tech, you can find most of what you need pretty fast, because there really aren't that many Tech blueprints.

I've fixed the code that keeps us from building the ships we actually want.  Left in a minor level-cap for it, but removed the artificial difficulty there.  Reduces grind somewhat, as it gives you an uber-fleet for hitting the blockades, but doesn't really make things "easy mode", either, largely because of the vast level-jump as you get into the center of the Galaxy.  

If I can figure out how it's done, I think I'll create a "booster slot" that can be placed, alongside the generic Utility slots.  Then ships like the Hound could be made decent without being flat replacements for the Tug, which is, after torpedoes were un-nerfed, my go-to ship type for a lot of the game, simply because all of the alternatives suck so bad.  

This is one of those areas where I just feel like the designers just didn't think things through.  Even un-modded, the Tug was the choice, first with Micro Missiles and Overload beams, simply because it has enough of everything to be good at anything, and doesn't leave a player without a way to do things like pick up loot, which, with the ships that lack Utility slots, gets real old, real fast.

I was especially irked by the Raven- it's probably the hardest ship to get a complete blueprint for (harder than any other Bounty Hunter ship), and I figured it must be awesome.  It's got a Drone Hive.  Seriously?

Drone Hives must have been really really OP at some point, for drones to be considered one of the best things in the game (it's the only way I can make sense of Big Brother, balance-wise), but have been nerfed to the point where they're pretty useless now.  So the Raven's basically a one-trick pony whose legs are broken.  I guess I could buff the Drone Hives a bit, see if that completely breaks things. 

I think a lot of it's systemic, however; because of the ramped-buff system, if Drone Hives do enough damage in early-game to be useful, they'll be godlike by late game, against anything that can't defend against them.

Also, I'm wondering if PD could be made into a weapon type, like it is in SS.  A sucky, fast, auto-aim laser turret system that provided anti-missile support would be a great fit for that ship that looks like a bunch of grapes with engines.
« Last Edit: December 18, 2013, 08:22:29 AM by xenoargh »
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Debido

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Re: Starsector vs. SPAZ
« Reply #12 on: December 18, 2013, 09:15:24 AM »

Well I have to admit I have finished the game at least twice, I think the second and third times were much easier and less grindy as I had a better idea of when to fight and when to get the f@#k out of there, and also which tech trees to ignore and which technologies are essential to surviving. I think the toughest mission I ever had was the annoying one where you have to stealth your way past some guard ships or some rubbish.

I never really had to modify or buff any weapons as I found the weapons in game when configured right can be supremely damaging against foes, but you still have to use lasers and PD guns to kill those damn zombies trying to invade your ship and destroy your hull.

Just make sure you send your ships back for repair during combat and keep them in top condition, except maybe the little ones...those things just go pop like 'pop corn' and cost next to nothing, however they're useful if you slap some lasers on them to help bring down enemy shields.

Having said all that, each to his own, play the game however you like - you paid for the damn thing!
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CopperCoyote

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Re: Starsector vs. SPAZ
« Reply #13 on: December 18, 2013, 07:13:55 PM »

If you make it the max number of star systems it makes the level jump a little more gradual.

I'm personally a little disappointed in the cloaks. They're great in the first 3 chapters i think, but once you get into the core the zombies show up and being cloaked is a liability. The individual floating zombies break your cloak way too often, and it's rather vexing.
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xenoargh

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Re: Starsector vs. SPAZ
« Reply #14 on: December 19, 2013, 04:58:13 PM »

I finished it last night. Bleah.  At least it's out of my system now :)

The second act had a lot of potential, but it wasn't terrifically interesting.  I think a lot of it is that the second act was designed to be a lengthy chore if you played it Vanilla, due to the absurd ship limitations and the fact that only one weapon really cut the mustard for anything except keeping those zombie-critters off the ship.  With a full load of Huge ships, it was merely one big light show after another. 

But I was never tempted to play it the way it was supposed to be played, after seeing how it worked.  Endless kiting fights, sending my subordinates off to kill Zombie eggs and having to keep my Cannon range boosted above all else, with big problems every time the Mothership got attacked... it just didn't have much appeal. 

Merely having to grind for the last few levels to get everything I needed at 10s was dull enough, even with what was effectively Easy Mode.  Because, unlike Starsector, you actually need all those 10s, or you're just not stacked enough.  The shield / power stack, in particular, was ridiculous; I had end-game ships with 5K+ shields. 

I never bothered getting Hull that high, but in retrospect, I should have; armor, unlike Starsector, is just a damage modifier, and I'd have had a better stack with 10 in Hull and 6+ Armor.  Then I could have tanked like a boss.

The final boss was a complete anticlimax; I was expecting an uber-fleet, but instead, I just rushed him and blew him away.
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