Save/Load UI, Autosave, Intel Map Markers, and More

Since the previous release, I’ve been working on a bunch of quality-of-life features. This wasn’t exactly planned – at least not specifically for right now but these were all things that had to get done at some point, and now is as good a time as any. Perhaps a better time than most, even, since I’m feeling oddly motivated to work on these. Part of it is upgrading from Java 7 to Java 17; it’s nice to see the game running more smoothly – and in a similar vein, it’s satisfying to bring some older parts of the game up to par.

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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 Intel UI

How the player finds out about what’s going on in the Sector – and specifically, what opportunities there are for them to take advantage of – is really important. Some examples of this kind of information, or “intel”, are a bounty posted by a faction, a mission to analyze a probe on the outskirts of the Sector, ongoing hostilities between major factions, the player’s recent discoveries, and so on.

new_messages

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Cartography

The map UI in Starsector hasn’t changed much since it was first introduced, back when Corvus was the only star system and there was no hyperspace. It’s been tweaked here and there to support new features along the way – terrain, for example – but the core functionality has remained the same.

map_fixed

With the upcoming update drastically increasing the number of star systems the map has to handle, and its focus on exploration, it was finally time for an overhaul.
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Trade & Smuggling

(If you’ve read an earlier blog post, “On Trade Design“, some of what follows is going to sound familiar.)

Trade and smuggling are closely related, so it makes sense to tackle both at the same time. Smuggling is simply a more detailed case: trade with complications, if you will.

If you’re going to have a successful trade run of any sort, the first thing you need is information. The main way the player gets information is through news reports and intelligence assessments. Information is important for more than just trade, and these reports have a dedicated tab in the UI.

intel_report_list

For trade, the information the player needs is straightforward: where can they buy or sell something at favorable prices? This kind of information is where things could easily descend into spreadsheet hell, with the player poring over pricing information for every commodity at every market, trying to find the best deals.

It’s important to note that it’s not a binary condition (“too much information” vs “a good amount”); how much information to process is “too much” is subjective. So, the approach to managing the amount of information presented is going to be based largely on my own feelings about what seems right.

Much of the problem is taken care of right off the bat by the economy simulation. When it reaches an equilibrium, prices are such that trade isn’t profitable. For example, if market A produces ore, and market B needs it, the simulation will reach an equilibrium point where the price of ore on both markets is about the same. Throw in tariffs on both ends (set at a brutal 30%), and shipping ore from A to B just isn’t going to bring a profit… unless something happened to disturb the balance.

In some cases, that disruption is directly due to an event. A food shortage will directly increase the price of food. Less obviously, it will also destabilize the local market and decrease the prices of everything else, which may or may not result in other profitable trade runs opening up.

What this means is that you can’t rely on news reports of events being the only way to find out there is a trading opportunity. While the number of these opportunities is much more manageable because they’re mostly driven by events and the simulation actively stamps them out over time, the game still needs to keep track of prices and convey that information to the player.
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