SQW has a good point, he is obviously not trolling. We all want to see some nice dynamic industry/political stuff going on. Battle is already a strong point in the game. Officers might make it even better, but they also add problems - it is another thing the AI and fleet generation is going to have to match the player over before the game can realize its potential.
I don't think he's "trolling", but he does mention combat mechanics several times, so I do think there may be a degree of misunderstanding there, since none of the recent stuff involves that.
Sensors and abilities will do some to bring the campaign map to life, but they aren't really the emergent, meaty goodness of a solid dynamic world that many of us bought the game for. Not that we're sorry, but it is what we are most interested in out of all the upcoming features, and it still stays vaguely 'soon'.
I get what you're saying, but that doesn't just appear out of one or two big mechanics - it's built up piece by piece. The "emergent" properties in particular almost by definition arise out of multiple mechanics designed to interact with one another; sensors and abilities are two such.
They're not particularly high-level (i.e. it's not industry) but I think it makes sense to nail the "real" lower-level campaign feel first. It'll help drive a lot of the other design choices.
(probably because of less playtesting in the battle simulator )
Ha! The thing is, that stuff is very important to the campaign, particularly with officers being added. Being able to rely on the AI of allied ships is really critical, and most of the time I spent on it was focused on that - making your allied ships more reliable. I think I've made some pretty big steps forward on that front (nailed down some bugs, made some improvements in terms of general smarts), and I think that's time productively spent, even if we're measuring pure campaign impact
To SQW: I believe Alex did say he was going to change the AI behavior on the campaign map, so it hopefully the world won't behave 'pretty much the same regardless.'
Yeah, it's pretty close to being a complete revamp. It's also now officially moddable, with several modules that can be overridden individually.
Spoiler
I just had an idea. Suppose your fleet would automatically (and noticeably) be set to red alert before every hostile encounter. A good way to indicate that would be a klaxon sound at the beginning of the text-interaction with hostiles.
However, there would also be a way to engage in combat where on of the participants is not on red alert: when he has been surprised. I could imagine several ways for that to happen:
- Attacks by a friendly or neutral fleet
- Sneak attacks out of the cover of nebula, asteroid belts etc. - probably best to just introduce a minimum distance at which an enemy fleet has to be detected for their attack to not count as a surprise
- Maybe sudden attacks by a far smaller, inferior fleet (a way to boost the single ship playstile)
- Attacks by stealth ships
A fleet caught by such an surprise attack could not go to red alert before battle and would suffer a CR penalty.
Now, if the player is for some reason wary of such an attack, he could activate the red alert manually via abilities, with the same klaxon sound being audible. I guess it should be time limited with cool-down and cost a bit CR, but far less than being caught unaware.
I think that idea would open up a lot of potential for all kinds of trap mechanics and enable the cool red alert ability without introducing ways to abuse it.
Hmm. It's a neat idea! I don't know about not introducing ways to abuse it, though - I suspect there'd be any number of ways to get the AI to be ambushed, and that's something that'd have to be managed carefully. Also probably getting too involved, especially for now. The amount of playtesting/tuning that'll need to be done before things are playable in the "this is fun" sense is already pretty immense.
At its most basic, every feature you add would require the AI to be equally proficient with the them or else the player becomes independent of the game environment. Gamers usually think extra features are cool. I cringe every time a non-core feature is introduced
I hear you! Now and again something slips through (and sometimes I end up cleaning it up - there are actually a few campaign-level mechanics slated for that), but generally speaking, I do my best to stay on track and avoid adding random stuff just because it's "neat". Officers, sensors and abilities are all things that have been on the roadmap for, literally, years. They're all core to the experience - officers make larger fleets viable, while sensors and abilities form the foundation for campaign gameplay beyond "click here and wait to get there".
It's a good point about overall scope; Starsector is... ambitious. I'll say this, though - I finally feel like it's all starting to come together.