Minefields

Space-mines are too cool a concept not to get into Starsector at some point. We’ve talked about them internally many times in the past, and while the idea is very neat indeed, there are several design pitfalls to watch out for. What I’d like to do in this post is talk about the design process for minefields – what the impetus for adding them was, how I approached their initial design, and how it evolved during the implementation.

Motivation
First off, why add mines now? The answer is for orbital station battles – those present several design challenges, one of which is that they both need to start off strong at the lowest “orbital station” tier, and grow in power as they progress to “battlestation” (tier 2) and “star fortress” (tier 3).

A battlestation is notably bigger and stronger than an orbital station, and that’s nice upgrade. A star fortress, however… one can’t just glom on more modules and make it bigger. Having too many modules makes a station fight less interesting – the station becomes just a mass of stuff to shoot at rather than individual modules with strengths and weaknesses.

minefield

What we want is for the star fortress upgrade to make the battlestation more powerful while not compromising what makes the original design interesting. There are several components to this, and one of them is a minefield maintained around the star fortress.

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The Circle Can’t Be Trusted: Drawing Battlestations

Or: Round stations & the pitfalls of trilateral symmetry, a followup to Zen and the Art of Battlestation Construction


Herein we shall examine in detail the process of creating the Battlestation sprites. There’s gonna be a lot of Photoshop talk, so be warned. Here’s a taste of what a mess my station file is, perhaps revealing a little too much about how I actually work:

drawing_station1

Very poor layer naming discipline and related sins on display, for sure. But that aside, let’s start much simpler with a little talk about something we call composition. I’m going to take a classic ship and break down how composition is operating on various scales. Then, using the methodology explored in that process, we can examine how I built the composition of an orbital station sprite. Then I’ll talk about a bunch of random non-pixel art techniques which may be found useful for drawing large station sprites.

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Drawing [REDACTED] Battlestations, part 2

The following briefing is cleared for officers at Hegemony COMSEC level ALABASTER. If this document has come into your possession outside of protocol 20 then you must destroy this document and report immediately to your unit intelligence officer for enhanced debriefing.

comsec_redacted

# # #

Here be spoilers to Hidden Fun Content in Starsector. Many of you have clearly not been following important Hegemony COMSEC directives, leading directly to speculative rumour-mongering among the civilian population about the art and design of certain deep space objects which are the subject of today’s blog post.

If you have not yet encountered a [REDACTED] battlestation, you may wish to avoid this post! Because I’m really actually going to talk about it this time.

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Drawing [REDACTED] Battlestations, part 1

The following briefing is cleared for officers at Hegemony COMSEC level ALABASTER. If this document has come into your possession outside of protocol 20 then you must destroy this document and report immediately to your unit intelligence officer for enhanced debriefing.

comsec_redacted

# # #

Here be spoilers to Hidden Fun Content in Starsector. Many of you have clearly not been following important Hegemony COMSEC directives, leading directly to speculative rumour-mongering among the civilian population about the art and design of certain deep space objects which are the subject of today’s blog post.

Proceed at your peril!

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Orbital Stations in Combat

Like exploration, orbital stations are a bit awkward to talk about because I’d like to avoid spoiling things, and this rules out talking about all of the content currently using these mechanics. So, the mechanics are what we’ll talk about instead, with a placeholder station for reference.

Before we go on, a disclaimer. Talking about pure mechanics is also tricky, because we’re talking about potential. Potential is very exciting, but often for the wrong reasons – it can mean whatever you want it to mean. Two people can talk about the same ideas, agree that they love them, and mean entirely different realizations of said ideas that the other person would hate.

Finally, the details of the mechanics may point towards specific content that isn’t in the game yet. That doesn’t mean that it will be at some point, though it probably means I’m intending to look at it very closely. Whether that’ll pan out or not, though, is impossible to say until it’s actually done.

All I’m asking for, then, is some brakes for the potential hype train. Really, this applies to any blog post to varying degrees – things can and do change all the time – but it feels more important to mention here, perhaps because the idea of orbital stations in battle really makes my own imagination take off.

With that out of the way, I introduce to you the ISS Placeholder, an orbital station that you will (almost) certainly not see in the game.

station_base

The main thing that makes this otherwise smart-looking (if I do say so myself) station a placeholder is its size, barely battleship-level. That’s not to say it could never see action in a different role, but it’s not big enough to be, say, a hypothetical battlestation defending a planet. If such a thing were a thing, which right now it isn’t.

So, how does this all work?
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