Raids, Bombardments, and Planetary Defenses

Ever since reading Space Viking, I’ve wanted to add planet-raiding to Starsector. Of course, one simply doesn’t add a feature because one has read about something cool; we need to have good reasons for adding raiding to the game, and in particular for adding it for this release, which already has quite a lot of stuff in it.

What makes it necessary at this stage? The new economy system allows the player to generate a constant income stream by becoming the best supplier of, say, fuel or transplutonics. One way to do that is for them to build up their own operation and improve its accessibility. The flip side is knocking the competition down a peg or two, and raiding is a natural fit here.

raid_strengths

So, that’s the main reason – but adding a new feature also presents an opportunity to make other improvements to the overall design.

After establishing the main goals, it’s natural to move on to the question of choices. After all, a game is more or less just a series of interesting choices. “What interesting choices does raiding offer to the player?”, then, seems like a reasonable starting point. Unfortunately, it’s a lazily phrased question, and that could get us in trouble.
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Pirate Bases, Raids, and Objectives

A primary gameplay role  of player-built colonies is getting the player into trouble. Generally speaking, this trouble should be resolved through combat, since combat with context and real stakes is fun. And, after all, what would be the point of building a battlestation if your colonies never got attacked?

One natural source for this kind of trouble is, of course, pirates.

base_tooltip

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Revisiting the Economy

Part of the design process, it seems, is going back and changing things that seemed like they would work well on paper, but didn’t quite pan out in practice. Putting several systems together can be an especially challenging process, and the one you start with will likely need the most changing as the other pieces settle in around it.

For this release, I started by revamping the economy system. Largely, the redesign has met its goals – it has good performance, and it can represent a flexible set of events in terms of “what’s happening in the game world”. However, working on the UI for colony management has exposed a few areas for improvement. (Pictured below: not one of them.)

survey_yuendumu
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Colony Management

I’ve been making steady progress fleshing out the various colony-related mechanics, and though there’s still a lot to do there (in a way, everything for the next release has to do with colonies), there’s also a mostly-completed set of features to talk about.

colonized_systems

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Population Growth

In the last couple of months, I’ve been busy fleshing out the outpost/colony management screen shown in the previous blog post. Well, by “fleshing out” I mean “making all the buttons actually do something”, which in a few cases involves adding an entirely new set of mechanics into the game. The new mechanic I’d like to talk about here is “population growth”, that is, how a market grows in in size over time. (Brief aside: I’ll be using “colony”, “market”, and “outpost” interchangeably for the rest of the post. Yes, I really do need to straighten out the terminology at some point.)

pg_gilead

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