Wormholes and Sundry – Getting Around the Sector

Let’s talk about the options the player has for moving around the Sector! For a long time, the set of movement mechanics has been incomplete, with additions made here and there (slipstreams, unlocking the use of the Gates), but still lacking some of the options that in my mind would make up the final picture. Perhaps “final” isn’t the right word – things will certainly be tweaked as necessary – but it’s about having a more complete set to tweak, rather than what has been, until now, a partial implementation.

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Hyperspace Topography

I’m not sure where to start with this, exactly, because this is something that pulls together a bunch of different systems, using the “Event” infrastructure (introduced in the previous blog post) to tie it all together. So, let’s just start… in HYPERSPACE!

Primarily, this is a system that interacts with slipstreams. In brief, those are temporary passages in hyperspace that can make travel much, much faster and enormously more fuel-efficient. One of the problems, though, is that it can be a little hard to plan for – there are some general indicators of where they are and where they might take you (i.e. the direction they travel in is seasonal, you can use the Neutrino Detector ability to find them, and so on), but I think for a lot of players, that doesn’t quite add up to being “enough” to make slipstreams as useful as I’d like them to be.

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Hostile Activity

One of the design goals for the campaign layer of the game is that it should present the player with opportunities for combat. This doesn’t mean that everything you do in the campaign has to lead to it, but it’s a good thing to always keep in mind, regardless – how does a feature of a mechanic give context (and meaning) to combat, or lead into it directly?

If you’ve been following the game, this is something you’ve probably read before. So, in brief: this post is going to talk about some aspects of how establishing colonies leads the player towards combat. This already happens in the currently-released version of the game, and the changes I’ll talk about here are about three things: cleaning up some of the rough edges of the current approach, creating a system that makes it easy to add a variety of encounters, and building some infrastructure that can be used for other purposes, in particular implementing the endgame.

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The Pilgrim’s Path

So you’ve already heard the Good News? Blessed are you in the eyes of Ludd, already and truly. Do you count yourself among the Faithful, or has a sense of spiritual longing brought you to this shrine? Perhaps you’ve visited Beholder Station before? Have you contemplated the clouds of Kumari Aru, that sacred cradle of xenolife, which may be observed from the inner shrine? Many pilgrims speak of feeling a spark of the divine when contemplating the multitudes of Creation…

This is a sort-of a part 3 in the faction series but with more of a David-style focus, that is, on the writing, world-building, and implementation of a new set of missions, though I admit that the word “quest” in this case might have the right feel.

(I would carry on Alex’s blog title series but I simply can’t bring myself to write the word “uniquifying” more than this once. It’s just, *shudder*, one of those words.)


All of which is to say: I’m going to be writing about some new content for Starsector which involve the various Luddic factions: the Church, the Knights, and a touch of the Path. In particular, this is a new mission which involves visiting a series of Luddic shrines, having some encounters along the way, and taking a stance on Luddism in general.

There will be spoilers herein, but worry not, Citizen! There’s no SUPER ALABASTER REDACTED to bring the fury of COMSEC down upon us. That said, if you want everything to be a surprise, then you won’t want to read this post. But if you’d like a peek into the design and creation of some of the introductory content for the Luddic factions, then read on. We’ll start with some general background, design, and process discussion then actually show off new content as the last section. You’ll get another warning before that starts up.

Let us begin in the beginning, with first principles that flow from the essential question: What the heck is Luddism?

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Uniquifying the Factions, Part 2

Part 1 of this blog post series is here. Here in part 2, we’ll dive into making the remaining factions more memorable!

Persean League

“An alliance formed to counter Hegemony domination of the Sector. Members of the League don’t necessarily agree on all issues, domestic or otherwise, and may even come into armed conflict with one another. But the League is united when it comes to the Hegemony who they consider to be illegitimately enforcing martial law in the name of the Domain, a dead political entity. The League, by its laws, unites against other external threats such as particularly meddlesome megacorporations, warlords, and the Luddic Path.”

The League’s core identity is going to be that of using midline ships. However, because those are going to be sprinkled in throughout the other factions, the League will also have access to a brand-new missile weapon lineup: directed energy munitions, or, put more simply, missiles that fire lasers when they get close enough to their target. In addition, it’ll get a new battleship (to go along with the already-existing Conquest-class, which is a midline battlecruiser.)

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