Fractal Softworks Forum

Starsector => General Discussion => Blog Posts => Topic started by: Alex on June 09, 2016, 04:00:40 PM

Title: Planetary Surveys
Post by: Alex on June 09, 2016, 04:00:40 PM
Blog post here (http://fractalsoftworks.com/2016/06/09/planetary-surveys/).
Title: Re: Planetary Surveys
Post by: Dri on June 09, 2016, 04:35:01 PM
Damn, this survey system is laying some serious groundwork for an expansive outpost/colonization system! I was always under the impression that Starsectors industry system was going to be fairly basic but this has changed my mind! All these various planetary resources are going to need methods of exploting them - there are going to be a lot of things to build and enhance for each outpost it seems!

But this blog post has created even more questions than it has answered! >_<

Title: Re: Planetary Surveys
Post by: Bribe Guntails on June 09, 2016, 04:36:36 PM
Industry has finally revealed itself!

I always thought 'Outposts' would constitute only space stations but this looks like it'll be fun, especially with the possibility of modifications to 'Market Conditions'. I can see this opening up ways for the player to be at odds with the major factions who may be after the same worlds you're surveying.

Will procedural generation (be considered to) affect the current worlds in the game too?
Title: Re: Planetary Surveys
Post by: Achataeon on June 09, 2016, 04:48:01 PM
This is starting to give me that Elite: Dangerous vibes. It's awesome! So will this new feature tie in to contracts? i.e. Survey planet X for X $pacebucks, establish outpost Y for Y $pacebucks.
Title: Re: Planetary Surveys
Post by: Nanao-kun on June 09, 2016, 04:55:59 PM
Woah, nice. Looking forward to how this turns out.
Title: Re: Planetary Surveys
Post by: Alex on June 09, 2016, 05:11:24 PM
But this blog post has created even more questions than it has answered! >_<

Excellent, blog post working as intended :)

Will procedural generation (be considered to) affect the current worlds in the game too?

Probably to some degree? I can't say for sure right now, but for example:
- currently, hand-made uninhabited planets will get random conditions each game
- you can add procedural content to existing systems, i.e. in the current dev build Corvus has lost Mors and Somnus and instead gets a few random outer-system entities (planets, rings, asteroid belts, etc). In a plot twist, it can also randomly roll a Mors and/or a Somnus due to how name assignment works :)

On the other hand, handmade markets will likely remain fixed - i.e. Jangala is unlikely to be subject to random changes.

So will this new feature tie in to contracts? i.e. Survey planet X for X $pacebucks, establish outpost Y for Y $pacebucks.

Probably! That very item (at least, the survey one) is on the TODO list somewhere, but since "TODO" usually means "try this", I don't want to commit for sure. But, yes, very much thinking in terms of tying missions and exploration together; there are a few more TODO items to that effect.
Title: Re: Planetary Surveys
Post by: Sunfire on June 09, 2016, 05:14:27 PM
This looks so cool, makes me really excited about the next version!

Will mods be able to set markets as set? Same with systems planets etc.
Title: Re: Planetary Surveys
Post by: Tartiflette on June 09, 2016, 05:17:41 PM
Couple of thoughts:
   Why should the survey be a one time thing? It's hardly how it work irl: the more time you spend surveying, the more stuff you are able to find. Why not have the outposts operate as a permanent survey mission? As they grow, they could be able to find things that the player missed, maybe even things that cannot be uncovered from space. Just to spice things up, imagine your secondary colony suddenly stumbling upon some major hidden treasure, then you have to defend that outpost with teeth and nails when before you could have let it fall into enemies hands without a second thought.

   And, I called dibbs on the Acheron system (and Tartarus too ><)
Title: Re: Planetary Surveys
Post by: Midnight Kitsune on June 09, 2016, 05:31:50 PM
Outposts... WOOT!!!

Also, what is with you Alex and stealing famous mods' names?
Title: Re: Planetary Surveys
Post by: Bribe Guntails on June 09, 2016, 05:33:10 PM
Will procedural generation (be considered to) affect the current worlds in the game too?

Probably to some degree? I can't say for sure right now, but for example:
- currently, hand-made uninhabited planets will get random conditions each game
- you can add procedural content to existing systems, i.e. in the current dev build Corvus has lost Mors and Somnus and instead gets a few random outer-system entities (planets, rings, asteroid belts, etc). In a plot twist, it can also randomly roll a Mors and/or a Somnus due to how name assignment works :)

On the other hand, handmade markets will likely remain fixed - i.e. Jangala is unlikely to be subject to random changes.

Sounds perfect! A mix of familiar and unfamiliar worlds should keep new games fresh whilst maintaining a familiarity.

Couple of thoughts:
   Why should the survey be a one time thing? It's hardly how it work irl: the more time you spend surveying, the more stuff you are able to find. Why not have the outposts operate as a permanent survey mission? As they grow, they could be able to find things that the player missed, maybe even things that cannot be uncovered from space. Just to spice things up, imagine your secondary colony suddenly stumbling upon some major hidden treasure, then you have to defend that outpost with teeth and nails when before you could have let it fall into enemies hands without a second thought.

   And, I called dibbs on the Acheron system (and Tartarus too ><)

I'm a bit in favor of this. I imagine a planetary survey takes some time, depending whether it's 'boots on the ground' or scans and analysis in orbit/atmosphere. I also imagine it's an exercise in balancing what's fun/interesting/compelling and what's tedious.

My input is that surveys may take from days to months depending on how thorough you want to be, maybe leave the teams at the celestial body while you take your fleet somewhere else?
Title: Re: Planetary Surveys
Post by: Voyager I on June 09, 2016, 06:12:04 PM
But this blog post has created even more questions than it has answered! >_<

Excellent, blog post working as intended :)

Will procedural generation (be considered to) affect the current worlds in the game too?

Probably to some degree? I can't say for sure right now, but for example:
- currently, hand-made uninhabited planets will get random conditions each game
- you can add procedural content to existing systems, i.e. in the current dev build Corvus has lost Mors and Somnus and instead gets a few random outer-system entities (planets, rings, asteroid belts, etc). In a plot twist, it can also randomly roll a Mors and/or a Somnus due to how name assignment works :)

On the other hand, handmade markets will likely remain fixed - i.e. Jangala is unlikely to be subject to random changes.

So will this new feature tie in to contracts? i.e. Survey planet X for X $pacebucks, establish outpost Y for Y $pacebucks.

Probably! That very item (at least, the survey one) is on the TODO list somewhere, but since "TODO" usually means "try this", I don't want to commit for sure. But, yes, very much thinking in terms of tying missions and exploration together; there are a few more TODO items to that effect.

That sounds like the best way to handle procedural generation.  The foundations of the game need to be properly handcrafted to ensure that the game flows correctly, which having what is effectively the wilderness beyond be procedurally generated lets each playthrough stay fresh and exciting.

In general, I just really like the way you approach game design.
Title: Re: Planetary Surveys
Post by: Alex on June 09, 2016, 06:17:20 PM
Will mods be able to set markets as set? Same with systems planets etc.

Yeah, that's all subject to how a mod wants to code it.

  Why should the survey be a one time thing? It's hardly how it work irl: the more time you spend surveying, the more stuff you are able to find. Why not have the outposts operate as a permanent survey mission?

Thought about this exact thing! This seems like too much of a bother for the player to deal with. Imagine having to establish 5+ outposts and then check in on them and cease operations some months later every time you go to survey a star system. Just the mechanics of doing that seem like they'd get repetitive. Plus it takes away the immediacy of something fun - sort of a slot-machine type gambling, finding out what the conditions are.

Instead, you're establishing an outpost to answer the question of whether this planet is one you want to establish an outpost on. This seems a bit circular and confusing, and the question is, what's the benefit?

Not that going to survey 5 planets in a system is something that won't get old, but it's still a lot more concise.

Side note: also thought about surveys taking campaign-time, with a progress bar and all that. Also seems a bit unnecessary.

I think maybe this depends on how many planets you want to ultimately survey. If the game was all about surveying a single star system, then establishing outposts everywhere and then checking on their progress and steering things along, fixing problems that come up, etc, sounds like it could be a lot of fun. But if the scale is bigger than that, then I don't think that would work.

Making some assumptions about precisely what you meant, though, so perhaps I'm off in that.

As they grow, they could be able to find things that the player missed, maybe even things that cannot be uncovered from space. Just to spice things up, imagine your secondary colony suddenly stumbling upon some major hidden treasure, then you have to defend that outpost with teeth and nails when before you could have let it fall into enemies hands without a second thought.

That, however, could totally be a thing, but perhaps handled through events instead. Effectively, generating new conditions rather than uncovering something predetermined.


  And, I called dibbs on the Acheron system (and Tartarus too ><)

Ahh - sorry! Not much I can reasonably do about this; a lot of the names are common stuff from mythology, sci-fi staples, animal names, etc. Trying to avoid mod-names would be extremely limiting in terms of what the game *could* use, just not a road I want to go down.

However: there's an API method call you can make to report a system/planet name as being used. So, while "Acheron" will have a chance to show up in a normal game, you could make it so that it won't show up if your mod is enabled.

... actually, you know what - let me add that call to initStar()/addPlanet(), seems like something you'd always want to happen anyway.

Also, what is with you Alex and stealing famous mods' names?

Heck, I almost ended up with a ship named "Karkinos" by going "hmm, crab - ok, latin? "Cancer", nope. Greek? - Karkinos, that sounds ok... oh, wait, I think it's a BRDY ship. The "cool name" space, while pretty large, really isn't *that* large. So far, the use of names that are found in mods has been 100% unintentional, though, per the above, I wouldn't let that stop me if the name was a really good fit for something in vanilla.


That sounds like the best way to handle procedural generation.  The foundations of the game need to be properly handcrafted to ensure that the game flows correctly, which having what is effectively the wilderness beyond be procedurally generated lets each playthrough stay fresh and exciting.

In general, I just really like the way you approach game design.

Thank you! Will do my best for the game to live up to expectations :)
Title: Re: Planetary Surveys
Post by: Madao on June 09, 2016, 06:43:35 PM

Thank you for not having the surveying unlock in stages Alex, even reading about the possibility of it was driving me up the wall. The binary solution really sits well with me too.
Title: Re: Planetary Surveys
Post by: Orikson on June 09, 2016, 07:35:14 PM
The more I read the Blog Posts, the more I like the game and taking its time to refine is fine with me.

Looks like modders are going to have to do a lot of work once this update with all the new stuff comes.

I can only imagine how many hours they'll have to sit on it. Good luck and take your time modders!

I'm probably going to go for a planet in Corvus anyway, middle of the sector makes it much easier to go around. (Captures Barad A and B through Sabouteurs anyway).

<Surveys a planet in empty systems to prevent getting stuck> <Gets a weird name planet>
Title: Re: Planetary Surveys
Post by: Megas on June 09, 2016, 07:37:25 PM
Sounds like Apogee is becoming more of a godship, or at least be a high-tier combat ship in addition to cargo hauler and other utility.  First, equal or superior combat performance than Aurora for less cost; next, high cargo capacity (for a combat ship) and high-resolution sensors; now, bonuses to surveying?
Title: Re: Planetary Surveys
Post by: Orikson on June 09, 2016, 07:41:00 PM
Sounds like Apogee is becoming more of a godship, or at least be a high-tier combat ship in addition to cargo hauler and other utility.  First, equal or superior combat performance than Aurora for less cost; next, high cargo capacity (for a combat ship) and high-resolution sensors; now, bonuses to surveying?

And some ships previously overlooked may become relevant again. Was there any mention of the Construction Rig I missed? Troop Transport ships outfitted with Additional Crew Quarters, Cargo Expansion and Extended Fuel Tanks will be good. I cheesed that when I was doing a run and couldn't find a cargo early on.
Title: Re: Planetary Surveys
Post by: intrinsic_parity on June 09, 2016, 07:44:39 PM
To what extent will the AI survey and establish outposts? I can imagine some very interesting scenarios such as the player being able to sell supplies and machinery to a newly established AI outpost at a better price or pirates establishing an outpost near the players outpost forcing them to defend their property. It could also be interesting if the player sees a faction survey fleet near their outpost or an uninhabited planet with valuable resources and decides to attack them to keep the area uncontested or to keep valuable resources hidden. I'm seeing so much potential here. This could really add some purpose to player actions rather than 'get bigger fleet to collect bigger bounties'.
Title: Re: Planetary Surveys
Post by: Achataeon on June 09, 2016, 07:45:38 PM
Maybe Apogee will end up as a jack of all trades, master of none. Can sort of reliably do many things but is outclassed by ships made for that role. Pro'ly needs the nerf bat to turn it into that, though.
Title: Re: Planetary Surveys
Post by: Megas on June 09, 2016, 07:50:54 PM
Currently, Apogee is a master-of-all, or at least clearly superior to Aurora (and Aurora was hurt by the removal of the large missile because Cyclone Reaper allowed Aurora to keep up with Dominator at killing fleets.)
Title: Re: Planetary Surveys
Post by: Gorgonson on June 09, 2016, 08:26:04 PM
In the Civilization games, as you advance the tech-tree, you'll unlock the ability to see resources on the map.  These resources were spawned at map generation, but can't be viewed without the relevant advancement.  Because of this, you'll often find that you've settled one or two tiles away from a very valuable mid-game or late-game resource, that you are now unable to get due to range.  For those who have played Civ, I'm talking about Aluminium, Oil, and Uranium.

You mention uncovering surveyed objects as you increase your surveying skill, Alex - is the above example an outcome we could expect?

In addition to this, have you given any thought to assigning purposes for outposts.  Off the top of my head, I would assume Military, Mercantile, and Research.  In order, these outposts might produce fleets at an increased rate, have a larger market and mission board, and occasionally prompt you for quests or responses to an event on the outpost.  It would be great if the outposts could generate tasks for the player.

And finally, do you feel that the star-map is becoming too cramped when viewed on a screen such as this (http://fractalsoftworks.com/wp-content/uploads/2016/06/planet_list.jpg).  In a very busy Corvus sector, featuring a number of mods, the star-map becomes very cluttered.
Title: Re: Planetary Surveys
Post by: Dri on June 09, 2016, 08:29:08 PM
Has David made icons for all the variations of the same resource? So an icon for poor/moderate/fertile farmlands, and sparse/plentiful/rich ore, etc? If so, then damn, that is A LOT of icons...

Also gonna need a lot of those "planetary surface" shots for all the different types of worlds, too! :O
Title: Re: Planetary Surveys
Post by: Alex on June 09, 2016, 08:50:37 PM
I'm probably going to go for a planet in Corvus anyway, middle of the sector makes it much easier to go around. (Captures Barad A and B through Sabouteurs anyway).

I wonder how the Hegemony is going to react to your setting up shop in their system... I mean, I'm assuming the pirates are paying *somebody* off to go unnoticed right under the Hegemony's nose.


Sounds like Apogee is becoming more of a godship, or at least be a high-tier combat ship in addition to cargo hauler and other utility.  First, equal or superior combat performance than Aurora for less cost; next, high cargo capacity (for a combat ship) and high-resolution sensors; now, bonuses to surveying?

Yeah, very much aware of this, was even thinking "hmm, I'll need to nerf this" while adding the hullmod to the Apogee :)

Was there any mention of the Construction Rig I missed?

There wasn't, but oddly enough, thinking about a new use for it that I'm quite excited about, if it pans out. But that's all I can say here :-X

To what extent will the AI survey and establish outposts? I can imagine some very interesting scenarios such as the player being able to sell supplies and machinery to a newly established AI outpost at a better price or pirates establishing an outpost near the players outpost forcing them to defend their property. It could also be interesting if the player sees a faction survey fleet near their outpost or an uninhabited planet with valuable resources and decides to attack them to keep the area uncontested or to keep valuable resources hidden. I'm seeing so much potential here. This could really add some purpose to player actions rather than 'get bigger fleet to collect bigger bounties'.

Hi, and welcome to the forum!

It's hard to say exactly - I haven't gotten into that part codewise yet, and haven't done the design fully enough. I will say that I've been thinking of exactly these scenarios, and also think they are very interesting :) There are just a lot of things flying around design-wise, and it's a question of making it all fit as cleanly and elegantly as possible.


In the Civilization games, as you advance the tech-tree, you'll unlock the ability to see resources on the map.  These resources were spawned at map generation, but can't be viewed without the relevant advancement.  Because of this, you'll often find that you've settled one or two tiles away from a very valuable mid-game or late-game resource, that you are now unable to get due to range.  For those who have played Civ, I'm talking about Aluminium, Oil, and Uranium.

You mention uncovering surveyed objects as you increase your surveying skill, Alex - is the above example an outcome we could expect?

I mentioned it in the context of not doing it, specifically to avoid the above outcome :)

In addition to this, have you given any thought to assigning purposes for outposts.  Off the top of my head, I would assume Military, Mercantile, and Research.  In order, these outposts might produce fleets at an increased rate, have a larger market and mission board, and occasionally prompt you for quests or responses to an event on the outpost.  It would be great if the outposts could generate tasks for the player.

Definitely thought about it, but outposts is a different (though naturally related) topic that I'm not at all prepared to discuss right now.

And finally, do you feel that the star-map is becoming too cramped when viewed on a screen such as this (http://fractalsoftworks.com/wp-content/uploads/2016/06/planet_list.jpg).  In a very busy Corvus sector, featuring a number of mods, the star-map becomes very cluttered.

Yes, keeping an eye on that. For example, in this screen, the minimap is always centered on the player, and is sized to include the target star, but not the entire Sector. This helps avoid the clutter when showing nearby stars, and even when it's showing a far-off star (and thus a lot of other stars in between), yeah, it looks cluttered, but it still conveys what it needs to there, which is the relative location of the other star system to the player.

But, yes, this is a concern and something I'm keeping my eye on. As are map-related things in general, I think there's some revamping to do.


Has David made icons for all the variations of the same resource? So an icon for poor/moderate/fertile farmlands, and sparse/plentiful/rich ore, etc? If so, then damn, that is A LOT of icons...

Yes! and yes.

Also gonna need a lot of those "planetary surface" shots for all the different types of worlds, too! :O

Ah, that's actually a placeholder illustration in that screenshot, though it happens to look alright for that specific planet, with the ruins on it and whatnot. It's supposed to be something generic and survey themed, not planet specific. Would be a bit much to have custom illustrations there for every occasion, both in terms of work for David and video memory requirements.
Title: Re: Planetary Surveys
Post by: Nick XR on June 09, 2016, 09:04:57 PM
Holy **** this looks awesome.

Also Alex, thanks for the thoughtful discussion about what common gaming troupes and their pitfalls that you're trying to avoid.  My OCD level of completionist thanks you for not making me survey every plant that I own every time I get a new level in the survey skill.
Title: Re: Planetary Surveys
Post by: Harmful Mechanic on June 09, 2016, 09:11:04 PM
I'm excited to see planets developed more, but my favorite thing about this is the procedural content and exploration announcement. Exploration is one of my favorite things in space games and I'm really glad to see Starsector taking steps in that direction.
Title: Re: Planetary Surveys
Post by: Beobachter on June 09, 2016, 11:13:25 PM
Looks interesting, but I have a few questions.

If systems will be at least partially random, will the hyperspace of these systems also be randomly generated?
If the hyperspace locations of some systems are randomly generated, will these locations be hidden on the hyperspace map?
Title: Re: Planetary Surveys
Post by: Tartiflette on June 09, 2016, 11:48:59 PM
  Why should the survey be a one time thing? It's hardly how it work irl: the more time you spend surveying, the more stuff you are able to find. Why not have the outposts operate as a permanent survey mission?

Thought about this exact thing! This seems like too much of a bother for the player to deal with. Imagine having to establish 5+ outposts and then check in on them and cease operations some months later every time you go to survey a star system. Just the mechanics of doing that seem like they'd get repetitive. Plus it takes away the immediacy of something fun - sort of a slot-machine type gambling, finding out what the conditions are.

Instead, you're establishing an outpost to answer the question of whether this planet is one you want to establish an outpost on. This seems a bit circular and confusing, and the question is, what's the benefit?

Not that going to survey 5 planets in a system is something that won't get old, but it's still a lot more concise.

Side note: also thought about surveys taking campaign-time, with a progress bar and all that. Also seems a bit unnecessary.

I think maybe this depends on how many planets you want to ultimately survey. If the game was all about surveying a single star system, then establishing outposts everywhere and then checking on their progress and steering things along, fixing problems that come up, etc, sounds like it could be a lot of fun. But if the scale is bigger than that, then I don't think that would work.

Making some assumptions about precisely what you meant, though, so perhaps I'm off in that.

I was more thinking along the line of the example just after but the initial idea was about a way to trade time for skills: if you didn't invest any point in survey skills, you could establish a "survey outpost" that would consume more resources to setup (although less than a full Outpost) and each week/month produce a survey report automatically. And you wouldn't have to really check on them since their findings would appear on the planets screen.

In a way, it could be as efficient as skills once you established several of them, but much more expensive, and probably time limited (or you could remove them to get back your crew and some of the resources invested)

Quote
As they grow, they could be able to find things that the player missed, maybe even things that cannot be uncovered from space. Just to spice things up, imagine your secondary colony suddenly stumbling upon some major hidden treasure, then you have to defend that outpost with teeth and nails when before you could have let it fall into enemies hands without a second thought.

That, however, could totally be a thing, but perhaps handled through events instead. Effectively, generating new conditions rather than uncovering something predetermined.

Well, if it is negative permanent conditions not discovered with the initial survey, you could always have ways to mitigate them. You missed "Frequent seismic activity" before establishing the outpost? Not a trouble if you build the "Dampened foundations" upgrade to the colony. But I can definitively see temporary ones too, "Millennial dust storm" could lower your industry output and kill the food production for a year, but "Sand screens" could mitigate that, and "Underground colony" completely negate it. That kind of things.

Quote
  And, I called dibbs on the Acheron system (and Tartarus too ><)

Ahh - sorry! Not much I can reasonably do about this; a lot of the names are common stuff from mythology, sci-fi staples, animal names, etc. Trying to avoid mod-names would be extremely limiting in terms of what the game *could* use, just not a road I want to go down.

However: there's an API method call you can make to report a system/planet name as being used. So, while "Acheron" will have a chance to show up in a normal game, you could make it so that it won't show up if your mod is enabled.

... actually, you know what - let me add that call to initStar()/addPlanet(), seems like something you'd always want to happen anyway.

Oh it was a random system? Interesting... I don't know why but I interpreted the mention of "procedural" generation as hand placed systems with some random content. And I was worried there would be a lot of lore already attached to it thus forcing me to change my system. A way to "blacklist" names when mods are enabled seems like a perfect solution then.
Title: Re: Planetary Surveys
Post by: Linnis on June 10, 2016, 12:21:02 AM

Yeah, very much aware of this, was even thinking "hmm, I'll need to nerf this" while adding the hullmod to the Apogee :)


Those two drones? Yeah they don't do nothing now, you know what they do ;] It would be cool for apogee to have no active systems, it would also make sense since it can do so much other stuff.



Also on the surveying skills topic. Would it not be better it have an officer that does the survey for you? It would totally make sense too, one man does not manage everything. Have you considered adding a "special" officer type. Ones that could participate in combat, with certain perks, but gets no exp from it. But they could do stuff like comm(intel) management, outpost management, and survey management. The guys wear scientist or settler outfits etcetc...


Title: Re: Planetary Surveys
Post by: SweetMango on June 10, 2016, 12:47:18 AM
Well, it will be nice if the survey game is like minesweeper. ;D
Title: Re: Planetary Surveys
Post by: Spoorthuzad on June 10, 2016, 01:24:36 AM
Imagine the modibilities....
Get it....

I'll leave
Title: Re: Planetary Surveys
Post by: Serenitis on June 10, 2016, 02:38:15 AM
It might be a little more interesting for the player if (as mentioned above) some 'things' could pop up later after the outpost/whatever has been in place for a while, like "Oh, hey! Look at this seam of rare earths next to this fault. No wonder we missed that on the flyby" kind of thing.
So additional resources, or quantities thereof. Weird weather/tectonics etc. that effect the way things work.

On the flipside, it could also degrade stuff you've already found.
Not removing a resource entirely - that would be pretty irritating/harsh. But maybe degrading the quality/quantity of a resource in a "We mined all this stuff, and now the rest is super hard to get to." sort of thing.

Neither of these would be particularly common events, but just something to remove the absolute certainty of having a planet be 'worth' x, y or z.

Definitely interested in this though.
Getting a very Starflight vibe from it, and nostalgia is a hell of a drug.
Title: Re: Planetary Surveys
Post by: Cycerin on June 10, 2016, 03:33:33 AM
Aw yiss, finally some exploration.
Title: Re: Planetary Surveys
Post by: Deshara on June 10, 2016, 03:37:45 AM
Was there any mention of the Construction Rig I missed?

There wasn't, but oddly enough, thinking about a new use for it that I'm quite excited about, if it pans out. But that's all I can say here :-X

missileslotfighters? :D

Also once the survey/industry features get put out if it's not already in the game I might just wind up motivating myself to mod in a Stellaris style thematic exploration element. I'd ask if that kind of thing were in the pipes but I think it actually might not really fit with the theme I've been seeing from Starsector thus far. Ionno, not my game. Thoughts?
Title: Re: Planetary Surveys
Post by: Histidine on June 10, 2016, 04:49:01 AM
Wooo!

Okay, the usual questions:

1) Will buying survey data or commissioning a separate survey fleet be a thing? (It's the sort of thing you'd expect to exist, but it might also render the skill pointless.)

2) *looks at all the GreekLetter RandomWord star names* We'll be able to rename planets after settling an outpost on them, right?

3) Do the lines in the last screenshot (http://fractalsoftworks.com/wp-content/uploads/2016/06/planet_detail.jpg) have any particular significance beyond signalling that the stars are connected in a constellation? Does grouping stars together in a constellation have any (other) effects?
Title: Re: Planetary Surveys
Post by: adimetro00 on June 10, 2016, 05:54:56 AM
Oh my god! My hype just started! Now I can do something else other than blowing up ships. Also, this makes the "procedural universe" part of the exerelin mod official.
Title: Re: Planetary Surveys
Post by: frogbones on June 10, 2016, 07:37:39 AM
WOW..... :o
Title: Re: Planetary Surveys
Post by: Trylobot on June 10, 2016, 07:54:00 AM
Whoa! Super cool!
Title: Re: Planetary Surveys
Post by: Megas on June 10, 2016, 08:01:47 AM
Quote
Well, it will be nice if the survey game is like minesweeper.
Not if it becomes a luck-based mission.  I stopped playing minesweeper long ago because I got sick of losing to mines that were impossible to locate.  See the trope picture of "Luck-Based Mission" at TVTropes.

Quote from: Luck-Based Mission, tvtropes.org
In Minesweeper, since the boards are psuedo-randomly generated, you can easily end up with situations where there's no way to logically determine where the remaining mines are, and whichever square you click has an equal chance of containing a mine.
Title: Re: Planetary Surveys
Post by: Alex on June 10, 2016, 08:45:14 AM
My OCD level of completionist thanks you for not making me survey every plant that I own every time I get a new level in the survey skill.

:D


If systems will be at least partially random, will the hyperspace of these systems also be randomly generated?

Yep. Actually thinking of moving to an entirely randomly generated (and possibly dynamic) hyperspace, but we'll see.

If the hyperspace locations of some systems are randomly generated, will these locations be hidden on the hyperspace map?

Maybe some sort of one-off thing? In general, I don't really see stars being hidden.


I was more thinking along the line of the example just after but the initial idea was about a way to trade time for skills: if you didn't invest any point in survey skills, you could establish a "survey outpost" that would consume more resources to setup (although less than a full Outpost) and each week/month produce a survey report automatically. And you wouldn't have to really check on them since their findings would appear on the planets screen.

In a way, it could be as efficient as skills once you established several of them, but much more expensive, and probably time limited (or you could remove them to get back your crew and some of the resources invested)

Right, that makes sense. ... you know, I think that's why I was thinking about this myself at one point - if survey skill can't affect effectiveness, perhaps it can affect speed, but don't want to make the player wait with a progress bar, so maybe they just get something started and leave, and then you just kind of naturally end up with "survey posts" etc. Ultimately just felt like it was too involved for something that happens often, but I think I totally see where you're going with this and why.

Though perhaps it'd work if it was something like "deploy some probes in orbit and never come back" - wouldn't be bad in terms of "extra bother level". I still don't like disconnecting action from result unless it's really necessary though.


Well, if it is negative permanent conditions not discovered with the initial survey, you could always have ways to mitigate them. You missed "Frequent seismic activity" before establishing the outpost? Not a trouble if you build the "Dampened foundations" upgrade to the colony. But I can definitively see temporary ones too, "Millennial dust storm" could lower your industry output and kill the food production for a year, but "Sand screens" could mitigate that, and "Underground colony" completely negate it. That kind of things.
It might be a little more interesting for the player if (as mentioned above) some 'things' could pop up later after the outpost/whatever has been in place for a while, like "Oh, hey! Look at this seam of rare earths next to this fault. No wonder we missed that on the flyby" kind of thing.
So additional resources, or quantities thereof. Weird weather/tectonics etc. that effect the way things work.

On the flipside, it could also degrade stuff you've already found.
Not removing a resource entirely - that would be pretty irritating/harsh. But maybe degrading the quality/quantity of a resource in a "We mined all this stuff, and now the rest is super hard to get to." sort of thing.

Neither of these would be particularly common events, but just something to remove the absolute certainty of having a planet be 'worth' x, y or z.

Definitely interested in this though.
Getting a very Starflight vibe from it, and nostalgia is a hell of a drug.

Yep! Not part of the core "surveying" mechanic in my mind, though, more outpost-related.


Also on the surveying skills topic. Would it not be better it have an officer that does the survey for you? It would totally make sense too, one man does not manage everything. Have you considered adding a "special" officer type. Ones that could participate in combat, with certain perks, but gets no exp from it. But they could do stuff like comm(intel) management, outpost management, and survey management. The guys wear scientist or settler outfits etcetc...

As far as outposts, been thinking about that, yes, but on general principles :-X

As far as surveying specifically, the thing to watch out for here is if you can hire someone to do it, it can easily render "getting the skill yourself" useless. I have thought about "staff" officers at various points, though. Mainly it feels like very much an "extra" rather than anything core, so there's not much justification to complicate things tremendously (which it seems like it would, or at least might) on that account.


Well, it will be nice if the survey game is like minesweeper. ;D

;-\


Stellaris style thematic exploration element.

Could you elaborate on that?

I keep meaning to play Stellaris, but 1) time issues and 2) I'm on the fence about whether I want to see it and be influenced by it.


Okay, the usual questions:

And mostly the usual answers :)

1) Will buying survey data or commissioning a separate survey fleet be a thing? (It's the sort of thing you'd expect to exist, but it might also render the skill pointless.)

Maybe - as you say, don't want it to be pointless. But I could see, say, survey data for one specific system being available for sale somewhere. Depends on whether there's a point to doing this, or if that's just a random unconnected thing.

2) *looks at all the GreekLetter RandomWord star names* We'll be able to rename planets after settling an outpost on them, right?

... probably. Most likely, even. Possibly only if it doesn't already have a special name, but maybe it'll just always be editable.


3) Do the lines in the last screenshot (http://fractalsoftworks.com/wp-content/uploads/2016/06/planet_detail.jpg) have any particular significance beyond signalling that the stars are connected in a constellation? Does grouping stars together in a constellation have any (other) effects?

At the moment, no. In the future, perhaps yes. I could for example see faction AI, pirates, etc take star groups into account, and using constellations as a shorthand for that. Or bounties. So for right now, it's just a new thing that has some cool factor, but it may end up being used more extensively.
Title: Re: Planetary Surveys
Post by: HELMUT on June 10, 2016, 09:03:27 AM
Just finished reading, seems like a solid groundwork for the outpost system. This sounds like much more work compared to your previous updates though.

I'm curious to see how the AI will handle all of this. As said earlier, a local power might not be amused to see some newcomer making its home in the same system. I wonder if some property litigation might result, depending on the relation between the factions, either a irritated sigh of the local administration, or straight-up exterminatus. Might be a bit early for this question though, as the blog-post seems more about exploration mechanics than diplomacy.

Just one question : Will it be possible to discover hidden, inhabited outposts? A bit like the independent world, Killa. Rather than directly appearing as "active" on the system map, they would require to be found first (following smugglers might yield some clues) through survey. I'm saying that, mainly because a "pirate" player would never be able to implement himself in an already populated system, or run the risk of meeting the "welcoming neighbourhood Onslaught party". Hiding its outpost however, might let the player gain some time to grow before being rushed to death.

On a similar topic. Asteroid survey : Yay? Nay? Maybe? Or will it be more a part of the outpost system (creating stations) than the survey one (discovering places to build)?

Also, that pulsar thing is pretty cool, again, i'm curious how the AI will deal with it.
Title: Re: Planetary Surveys
Post by: Megas on June 10, 2016, 09:17:46 AM
Assuming current topology stays the same, I like to commandeer and repair the broken stations like the gas siphon in Yma, Ashura, or all of Penelope's Star.  Or invade a populated system and take their stuff.
Title: Re: Planetary Surveys
Post by: Alex on June 10, 2016, 09:32:16 AM
Just finished reading, seems like a solid groundwork for the outpost system. This sounds like much more work compared to your previous updates though.

It's a lot of work, certainly. I'm not sure if it's that much *more* - maybe, but perhaps it's just more visible and impactful.

Balancing the whole thing is going to be quite the experience, though.

I'm curious to see how the AI will handle all of this. As said earlier, a local power might not be amused to see some newcomer making its home in the same system. I wonder if some property litigation might result, depending on the relation between the factions, either a irritated sigh of the local administration, or straight-up exterminatus. Might be a bit early for this question though, as the blog-post seems more about exploration mechanics than diplomacy.

Yeah, I'm curious as well :)

Just one question : Will it be possible to discover hidden, inhabited outposts? A bit like the independent world, Killa. Rather than directly appearing as "active" on the system map, they would require to be found first (following smugglers might yield some clues) through survey. I'm saying that, mainly because a "pirate" player would never be able to implement himself in an already populated system, or run the risk of meeting the "welcoming neighbourhood Onslaught party". Hiding its outpost however, might let the player gain some time to grow before being rushed to death.

Have definitely been considering it from the player-perspective. Nothing concrete to talk about, though, except just to say that I'm aware of the potential dynamics here and they seem very interesting.

On a similar topic. Asteroid survey : Yay? Nay? Maybe? Or will it be more a part of the outpost system (creating stations) than the survey one (discovering places to build)?

Was just talking about this to David a little while ago! A very remote "maybe", I'd say - definitely not surveying asteroids, but yeah, the remote possibility is being able to create a station in an asteroid belt and getting some market conditions because of that etc. But, again, probably not. It sounds cool, but we'll see if the outpost mechanics lend themselves to that at all.

Also, that pulsar thing is pretty cool, again, i'm curious how the AI will deal with it.

... probably by staying out of the system. Although teaching it to hide behind planets might be neat.

(Kind of like the idea of a player establishing an outpost in a ravaged hellscape system like that, that only they can really get to - no trade, safe, but you're inside a pulsar.)

Assuming current topology stays the same, I like to commandeer and repair the broken stations like the gas siphon in Yma, Ashura, or all of Penelope's Star.

Another thing that's being thought about, but, again, just not something I'm ready to talk about. I would like all the abandoned/derelict stuff to play a role, though.
Title: Re: Planetary Surveys
Post by: Gennadios on June 10, 2016, 01:33:26 PM
Neato! However, are there any plans in place for things to go spectacularly wrong?

Maybe planet conditions adding small chance of casualties (unstable tectonics?) Or maybe some resources that cause casualties when uncovered (survey crew discovers hostile mutants when one gets mauled) or even common resources screwing with the player (common organics with a chance of carrying some kind of diseases that sicken/kill crew, widespread ruins having an errant landmine.)

I don't mind the idea of crew cost not being factored into surveying, but a planet with 75% hazard rating should take some kind of a toll.

======================
On the topic of Stellaris, I don't see it really having much of an influence. It's a great, mechanically solid, well balanced game (147 hours played,) but it's as generic is they come. The Space Colonization theme has been done better, more in depth, and with more imagination elsewhere. Only really worth a pick up to play it, not to learn from it.
Title: Re: Planetary Surveys
Post by: nomadic_leader on June 10, 2016, 01:45:52 PM
Wow this is great. I've been hoping something like this would get into the game and I'm glad you decided to add it.

It might make liner ships useful! Since crew prices don't change much you can't trade them, but now liners can be used to carry survey crews.. Maybe increase the crew/equip/supply costs for surveys? to a player after a certain point wealth is infinite but escorting a fleet of transports without exceeding the 25ship limit would always be challenging.

Also do the crew just vanish after you use them in a survey? I'm cool with that btw.

I think it's ok to have a 'progress bar' for a survey, but it should be one you can just leave and come back to later. For really mean planets it might be interesting if it was substantial - like a month or something. Also the skill level of the crew could effect the amount of time needed!

It also might be neat if you had to keep hostile fleets away from the planet as the survey worked. And if they reached  it they'd grab all the crew/supplies/equiplment and abort the survey. (and you could try to stop AI surveys too)

This could be a good way to add some objective based combat. Overall I feel like starsector  shouldn't do so much temporal slight of hand. like landing/refitting/etc doesn't tick the clock at all which doesn't make sense. sometimes you want to lay low for a while.
Title: Re: Planetary Surveys
Post by: mendonca on June 10, 2016, 01:50:37 PM
Looks cool :)
Title: Re: Planetary Surveys
Post by: frag971 on June 10, 2016, 04:17:17 PM
What if each condition like "rich ore deposits" was a bar the player had to fill up? Each day of the survey the player would make, say, 10% survey progress to any random condition the planet may have.

Higher skill levels would improve the quality of surveying without impacting actual effectiveness. Here's an example:

Level 0: 10% progress to a random condition. Progress is random and alternates between conditions.
Level 1: Lists all conditions as "Uknown" until surveyed. Lets you see how many the planet has. Progress among them is still random
Level 2: Shows unsurveyed condition's category such as "Minerals" or "Volatiles" or "Gases".
Level 3: Shows the actual conditions without surveying. The player still needs to survey them to make use of.
Level 4: Lets the player choose which condition to survey first and focus on them instead of spreading the effort.
Level 5: Lets the player survey from a large distance away, with dimishing effectiveness based on distance. The fastest way is to orbit the planet but if for some reason you want to stay away you can still survey it at a much reduced speed.

None of these impact the actual effectiveness of surveying a planet while giving plenty of reason for someone to invest skillpoints into it if they want to.

On a separate note i would like to see survey "weapons" and different hull mods (not just one). Asteroid belt/ring survey could be done in the battle screens and have players orbit and dodge a hail of asteroids while the "weapons" survey them. Survey "weapons" would also double as target painters or scanners that increase accuracy or missile tracking against that target, including a higher chance to ignore Flares/Chaff.
Title: Re: Planetary Surveys
Post by: Gothars on June 10, 2016, 04:18:00 PM
I really like the straightforward mechanic, this could have enden up way more convoluted - I'm thinking of Mass Effect and Star Control here. The UI presentation with the planet looming big in the the background is quite pleasant, too :)

Plus it takes away the immediacy of something fun - sort of a slot-machine type gambling, finding out what the conditions are.

One related thing I didn't see mentioned is immediate consequences. It would be a nice touch if the acquisition of planetary data wouldn't be the only possible outcome of a survey. Maybe something nice happens, you find abandoned resources, or data about other places in the Sector. Or misfortune befalls you, raiders appear in orbit (->fight) or your ground team gets annihilated in a natural disaster. I think more possible outcomes make the slot-machine more fun.

Title: Re: Planetary Surveys
Post by: Cyan Leader on June 10, 2016, 05:12:35 PM
A lot of thought has been made into the XP and levels, but have you considered splitting the type of attainable experience?

Like "Exploration XP" or "Combat XP".

Recently when reading previews of Civilization 6 I heard the devs arguing that civilizations that are nowhere near the coast should have no business getting tech related to the seas and would have to spend a lot of research points to get it and those who are close to it should have a lot of bonuses when researching such. Similarly for Starsector isn't it odd that the player can get something like missile specialization or combat aptitude when all he is doing is trading and surveying?
Title: Re: Planetary Surveys
Post by: Midnight Kitsune on June 10, 2016, 06:31:58 PM
A lot of thought has been made into the XP and levels, but have you considered splitting the type of attainable experience?
I think the reason for a single XP type is because Alex is trying to follow the rule of K.I.S.S
Keep
It
Simple
Stupid
Title: Re: Planetary Surveys
Post by: Deshara on June 10, 2016, 07:17:30 PM
Assuming current topology stays the same, I like to commandeer and repair the broken stations like the gas siphon in Yma, Ashura, or all of Penelope's Star.

Another thing that's being thought about, but, again, just not something I'm ready to talk about. I would like all the abandoned/derelict stuff to play a role, though.

I really hope you keep the abandoned topology, even if you fully randomized the untouched topology (ie outlying planets like the two in jangala that have no history in the game are randomized but stuff like Penelope's star where everything in it has history and scars and just plays into the scene so well stays as is)

Also; Stellaris has this mechanic where you have to survey basically anything before you know what kind of resources it has to exploit, so every time the survey command is presented to the player "survey system" is right under it because you never know what kind of resources you're about to miss, making it basically so that you will NEVER have a reason not to survey everything.
However, about every solar system has an Anomaly (or rather, 70% do, 20% don't and 10% have two or more) that is revealed when you survey an object, which pops up with flavor text giving you a brief synopsis as to what weirdness it is that caught the surveyor's eye and what they might intend specifically to find out about it (two that pop up in mind are the presence of a dead ancient solar-sail vessel in orbit around a planet or a planet with no signs of sentient habitation that has a massive superstructure on it) and the general level of the anomaly (and therefor the natural risk that something will go wrong if you try to study it/the level of the officer required to safely study the anomaly) and how much risk of something going wrong there is if you sent the currently selected survey vessel to study it, leaving you to abandon certain anomalies for a time and come back to them when you're ready (I learned my lesson when I had a science officer throw on a space suit, go down a planet inhabited by titans to study them only to get stepped on)
Most of the anomalies don't really pan out to be a whole lot, most of them giving a really minor mineral bonus to any outposts established on the object with it, some of them wind up unlocking previously hidden quest chains (that you can crush as you find it) and some that wind up being big stuff, but all of them provide flavor text that helps to reinforce the theme of the setting.

As Gothars said before, it gives bonuses, or generates surprise content, that isn't necessarily accessed on your first pass. Most of it doesn't wind up being negative content (unless you jump the gun and fail the hazard check) so there's no reason not to survey an anomaly that you are otherwise occupying with an outpost, and many anomalies pay off an investigation with a one-time bonus that doesn't require occupation so there's reason to investigate anomalies that are on something you can't/won't occupy.

All of which I think would suit Starsector really well. Of course, the flavor text and themes of the anomalies themselves in Stellaris are frequently high, soft scifi and revolve around the discovery of precursor aliens and stuff like the, but the events and payouts could be tuned for Starsector's harder scifi/lower fantasy. For example, the fewer outposts you're supposed to make (I know you want to naturally cut down on the "plague the galaxy" playstyle, due to the player interface not currently supporting a galactic RTS style gameplay) could be supported by making it so that more of the anomalies could be one-time bonuses or quest chains that don't require occupation to be exploited, most of which are small-time stuff but the feintest chance of a huge payoff to be worth en-mass late-game exploitation (like finding a section of the original XIV fleet that didn't make it to the Sector way back when that wound up being left to drift that could be recovered)
Title: Re: Planetary Surveys
Post by: TaLaR on June 10, 2016, 07:34:42 PM
A lot of thought has been made into the XP and levels, but have you considered splitting the type of attainable experience?

+1 on this, surveying is an interesting feature, but I really can't imagine myself compromising combat performance (by not taking tech/combat skills) for any reason. Well, except maybe first time as test for new mechanics.
Whatever financial gains it could provide will probably become obsolete by sufficiently late game (when you have more money than necessary), but there is no such thing as being too good at combat.
Title: Re: Planetary Surveys
Post by: Megas on June 10, 2016, 07:40:13 PM
Quote
It might make liner ships useful!
I like to see Valkyrie made useful.  The liners have made the Valkyrie obsolete.  Who cares if the Valkyrie can use a few more guns than liners; Valkyrie still has poor combat stats.

Quote
but there is no such thing as being too good at combat.
Definitely.  There is so much useful stuff for combat that the only way I can get them all is to cheat for XP.  (I do not want to waste time grinding past level 70+ for every game.)
Title: Re: Planetary Surveys
Post by: Alex on June 10, 2016, 08:28:39 PM
Neato! However, are there any plans in place for things to go spectacularly wrong?

Maybe planet conditions adding small chance of casualties (unstable tectonics?) Or maybe some resources that cause casualties when uncovered (survey crew discovers hostile mutants when one gets mauled) or even common resources screwing with the player (common organics with a chance of carrying some kind of diseases that sicken/kill crew, widespread ruins having an errant landmine.)

I don't mind the idea of crew cost not being factored into surveying, but a planet with 75% hazard rating should take some kind of a toll.

Hmm - not particularly; was thinking about that but a random chance for things to go bad in an unavoidable way doesn't sound like such a good idea. As far as "taking a toll", that was actually the original thought about it - raising the maintenance cost of an outpost, among other things.



Also do the crew just vanish after you use them in a survey? I'm cool with that btw.

They don't, only supplies are consumed. Crew and machinery are required but not consumed.

I think it's ok to have a 'progress bar' for a survey, but it should be one you can just leave and come back to later. For really mean planets it might be interesting if it was substantial - like a month or something. Also the skill level of the crew could effect the amount of time needed!
What if each condition like "rich ore deposits" was a bar the player had to fill up? Each day of the survey the player would make, say, 10% survey progress to any random condition the planet may have.

Higher skill levels would improve the quality of surveying without impacting actual effectiveness. Here's an example:

Level 0: 10% progress to a random condition. Progress is random and alternates between conditions.
Level 1: Lists all conditions as "Uknown" until surveyed. Lets you see how many the planet has. Progress among them is still random
Level 2: Shows unsurveyed condition's category such as "Minerals" or "Volatiles" or "Gases".
Level 3: Shows the actual conditions without surveying. The player still needs to survey them to make use of.
Level 4: Lets the player choose which condition to survey first and focus on them instead of spreading the effort.
Level 5: Lets the player survey from a large distance away, with dimishing effectiveness based on distance. The fastest way is to orbit the planet but if for some reason you want to stay away you can still survey it at a much reduced speed.

None of these impact the actual effectiveness of surveying a planet while giving plenty of reason for someone to invest skillpoints into it if they want to.

On a separate note i would like to see survey "weapons" and different hull mods (not just one). Asteroid belt/ring survey could be done in the battle screens and have players orbit and dodge a hail of asteroids while the "weapons" survey them. Survey "weapons" would also double as target painters or scanners that increase accuracy or missile tracking against that target, including a higher chance to ignore Flares/Chaff.

Kind of the same idea that Tartiflette was talking about earlier. My thoughts are basically the same: this sounds like it could be very neat it there were very few total surveys. As soon as we're talking about several systems' worth of planets, I think that starts to break down - going into too much detail in the mechanic given its scope.


I really like the straightforward mechanic, this could have enden up way more convoluted - I'm thinking of Mass Effect and Star Control here. The UI presentation with the planet looming big in the the background is quite pleasant, too :)

Ha - the first iteration was a bit convoluted, with three survey levels (though it only got partially implemented). At some point I hit myself over the head with a brick and made a concerted effort to dial the complexity waaaaay back :)

Glad you like the planet! I'm super happy with how that came out.

(Side note: so, no-one's going to mention the neutron star in the first screenshot, huh?)

One related thing I didn't see mentioned is immediate consequences. It would be a nice touch if the acquisition of planetary data wouldn't be the only possible outcome of a survey. Maybe something nice happens, you find abandoned resources, or data about other places in the Sector. Or misfortune befalls you, raiders appear in orbit (->fight) or your ground team gets annihilated in a natural disaster. I think more possible outcomes make the slot-machine more fun.

Hmm. As mentioned earlier, not too keen on random and unavoidable bad things happening, but aside from those, have been thinking about similar things. Perhaps surveying a planet "wakes up" a pirate fleet hiding nearby, perhaps you run into other surveyors. Also definitely thinking about what form a quick profit - i.e. salvaging something, either from ruins of from particularly rich natural deposts, w/o establishing an outpost - could take.



A lot of thought has been made into the XP and levels, but have you considered splitting the type of attainable experience?

In my experience, these kinds of systems lead to problems.

You can build a character that's great at everything, eventually - but you have to grind everything to do it, including things you don't enjoy. You're also forced to do things your character is bad at to get better at them. Which makes sense in theory, but also contributes to an inverted difficulty curve.

Also, some game mechanics may not have enough XP-boosting activities, or the ones they do have would be highly repetitive to do if you *had* to do them to gain experience in that one area. That's solvable by, well, having more things to do, but - aside from it taking more dev-time and being harder to balance - not every area of the game has the same amount of room for interesting and not exploitable XP-gaining activities.

Plus it doesn't really make that much more sense! How does experience surveying help you with, I don't know, manufacturing ships? You could make an argument that it does, but it's thin enough that an argument that knowing about missiles would help with building ships as well would hold about as much water.

If you take this to its logical conclusion, you end up with a TES-like system with individual skills gaining levels when you use them, and before you know it the player is standing on a trap trigger in a fire while jumping and casting a healing spell to level up. Not that I've ever done that. I would never do that! Ahem.

I'd just as soon not go down that road at all. You get XP, you gain levels, and can spend it however you like. It's cleaner and more interesting in terms of builds, and the "realism" gains from doing it the other way are dubious at best.


Recently when reading previews of Civilization 6 I heard the devs arguing that civilizations that are nowhere near the coast should have no business getting tech related to the seas and would have to spend a lot of research points to get it and those who are close to it should have a lot of bonuses when researching such. Similarly for Starsector isn't it odd that the player can get something like missile specialization or combat aptitude when all he is doing is trading and surveying?

I'm not sure I like this analogy for split XP. One that fits better, I think, is if you had - in Civ 6 - different researchers for different technologies, and couldn't reassign them to other duties.


+1 on this, surveying is an interesting feature, but I really can't imagine myself compromising combat performance (by not taking tech/combat skills) for any reason. Well, except maybe first time as test for new mechanics.
Whatever financial gains it could provide will probably become obsolete by sufficiently late game (when you have more money than necessary), but there is no such thing as being too good at combat.

I think the current lack of end-game expenses (or anything else) is what's underlying the assumption that money will be a non-issue in the late game regardless of any investment in money-making things.

That aside, I think there'll be plenty of reasons to invest in non-combat skills. At a very basic level of what industry might do, consider having access to a ton of displosable ships vs lots of disposable ships and a tough flagship, vs a very tough flagship and no displosable ships. That seems like it'd be more a playstyle and tactical/strategic decision, rather than one option simply being better. Then there's the potential to gain access to higher-end stuff more quickly, and having it be replaceable, and... other things.
Title: Re: Planetary Surveys
Post by: Alex on June 10, 2016, 08:36:30 PM
Forgot to respond to this!

I really hope you keep the abandoned topology, even if you fully randomized the untouched topology (ie outlying planets like the two in jangala that have no history in the game are randomized but stuff like Penelope's star where everything in it has history and scars and just plays into the scene so well stays as is)

Yeah, definitely. Stuff like Penelope's Star is staying put; just because a place doesn't have markets doesn't mean it's not going to be handcrafted.

Spoiler
Also; Stellaris has this mechanic where you have to survey basically anything before you know what kind of resources it has to exploit, so every time the survey command is presented to the player "survey system" is right under it because you never know what kind of resources you're about to miss, making it basically so that you will NEVER have a reason not to survey everything.
However, about every solar system has an Anomaly (or rather, 70% do, 20% don't and 10% have two or more) that is revealed when you survey an object, which pops up with flavor text giving you a brief synopsis as to what weirdness it is that caught the surveyor's eye and what they might intend specifically to find out about it (two that pop up in mind are the presence of a dead ancient solar-sail vessel in orbit around a planet or a planet with no signs of sentient habitation that has a massive superstructure on it) and the general level of the anomaly (and therefor the natural risk that something will go wrong if you try to study it/the level of the officer required to safely study the anomaly) and how much risk of something going wrong there is if you sent the currently selected survey vessel to study it, leaving you to abandon certain anomalies for a time and come back to them when you're ready (I learned my lesson when I had a science officer throw on a space suit, go down a planet inhabited by titans to study them only to get stepped on)
Most of the anomalies don't really pan out to be a whole lot, most of them giving a really minor mineral bonus to any outposts established on the object with it, some of them wind up unlocking previously hidden quest chains (that you can crush as you find it) and some that wind up being big stuff, but all of them provide flavor text that helps to reinforce the theme of the setting.

As Gothars said before, it gives bonuses, or generates surprise content, that isn't necessarily accessed on your first pass. Most of it doesn't wind up being negative content (unless you jump the gun and fail the hazard check) so there's no reason not to survey an anomaly that you are otherwise occupying with an outpost, and many anomalies pay off an investigation with a one-time bonus that doesn't require occupation so there's reason to investigate anomalies that are on something you can't/won't occupy.

All of which I think would suit Starsector really well. Of course, the flavor text and themes of the anomalies themselves in Stellaris are frequently high, soft scifi and revolve around the discovery of precursor aliens and stuff like the, but the events and payouts could be tuned for Starsector's harder scifi/lower fantasy. For example, the fewer outposts you're supposed to make (I know you want to naturally cut down on the "plague the galaxy" playstyle, due to the player interface not currently supporting a galactic RTS style gameplay) could be supported by making it so that more of the anomalies could be one-time bonuses or quest chains that don't require occupation to be exploited, most of which are small-time stuff but the feintest chance of a huge payoff to be worth en-mass late-game exploitation (like finding a section of the original XIV fleet that didn't make it to the Sector way back when that wound up being left to drift that could be recovered)
[close]

Thank you for the breakdown - heard about that aspect of it and was actually wondering how it worked.
Title: Re: Planetary Surveys
Post by: Deshara on June 10, 2016, 09:02:49 PM
Forgot to respond to this!

I really hope you keep the abandoned topology, even if you fully randomized the untouched topology (ie outlying planets like the two in jangala that have no history in the game are randomized but stuff like Penelope's star where everything in it has history and scars and just plays into the scene so well stays as is)

Yeah, definitely. Stuff like Penelope's Star is staying put; just because a place doesn't have markets doesn't mean it's not going to be handcrafted.

Spoiler
Also; Stellaris has this mechanic where you have to survey basically anything before you know what kind of resources it has to exploit, so every time the survey command is presented to the player "survey system" is right under it because you never know what kind of resources you're about to miss, making it basically so that you will NEVER have a reason not to survey everything.
However, about every solar system has an Anomaly (or rather, 70% do, 20% don't and 10% have two or more) that is revealed when you survey an object, which pops up with flavor text giving you a brief synopsis as to what weirdness it is that caught the surveyor's eye and what they might intend specifically to find out about it (two that pop up in mind are the presence of a dead ancient solar-sail vessel in orbit around a planet or a planet with no signs of sentient habitation that has a massive superstructure on it) and the general level of the anomaly (and therefor the natural risk that something will go wrong if you try to study it/the level of the officer required to safely study the anomaly) and how much risk of something going wrong there is if you sent the currently selected survey vessel to study it, leaving you to abandon certain anomalies for a time and come back to them when you're ready (I learned my lesson when I had a science officer throw on a space suit, go down a planet inhabited by titans to study them only to get stepped on)
Most of the anomalies don't really pan out to be a whole lot, most of them giving a really minor mineral bonus to any outposts established on the object with it, some of them wind up unlocking previously hidden quest chains (that you can crush as you find it) and some that wind up being big stuff, but all of them provide flavor text that helps to reinforce the theme of the setting.

As Gothars said before, it gives bonuses, or generates surprise content, that isn't necessarily accessed on your first pass. Most of it doesn't wind up being negative content (unless you jump the gun and fail the hazard check) so there's no reason not to survey an anomaly that you are otherwise occupying with an outpost, and many anomalies pay off an investigation with a one-time bonus that doesn't require occupation so there's reason to investigate anomalies that are on something you can't/won't occupy.

All of which I think would suit Starsector really well. Of course, the flavor text and themes of the anomalies themselves in Stellaris are frequently high, soft scifi and revolve around the discovery of precursor aliens and stuff like the, but the events and payouts could be tuned for Starsector's harder scifi/lower fantasy. For example, the fewer outposts you're supposed to make (I know you want to naturally cut down on the "plague the galaxy" playstyle, due to the player interface not currently supporting a galactic RTS style gameplay) could be supported by making it so that more of the anomalies could be one-time bonuses or quest chains that don't require occupation to be exploited, most of which are small-time stuff but the feintest chance of a huge payoff to be worth en-mass late-game exploitation (like finding a section of the original XIV fleet that didn't make it to the Sector way back when that wound up being left to drift that could be recovered)
[close]

Thank you for the breakdown - heard about that aspect of it and was actually wondering how it worked.

Yeah essentially it's a randomized way of discovering stuff like the fluff text of the derelict systems of dhuzak and Pelope's star that works like your plan for surveys only they can grant one-off bonuses (like discovering a fossilized but recoverable hulk) or kicking off a quest chain. Actually the derelict systems in-game now are some of my favorite content, but then I love to explore and dig up fluff in games like this where the theme grabs me
Title: Re: Planetary Surveys
Post by: tongo on June 10, 2016, 09:13:17 PM
I like the deliberate simplicity in the surveying mechanic- I feel like there would be enough to keep track of (I'm assuming) with the setting up of outposts and markets afterwards. This route makes it feel necessary but not a significant bump to those prepared to colonize.

I do wonder though, how many campaign events will involve surveying, like faction missions, and whether or not surveyable planets might have existing civilization, presumably cut off after the Collapse.
Title: Re: Planetary Surveys
Post by: CrashToDesktop on June 10, 2016, 09:16:30 PM
To Alex's side note: Neutron Star!  Nothing like a high dosage of radiation and gamma ray burst to liven up the day. :D Or hell, even get your ships magnetically dragged it if it's the right kind of neutron star, a magnetar.  I don't think the Solar Shielding hullmod will help too much against those Gamma ray bursts though, heh.  Come to think of it, wonder if you could take crew attrition while in it.  Huh.  It's incredibly difficult to block them without resorting to dense elements like Lead, and they tend to have...undesirable...effects on humans.  Nice that you can cower behind planets to avoid them, though - it's the little details that count. ;)
Title: Re: Planetary Surveys
Post by: TaLaR on June 10, 2016, 09:26:16 PM
That aside, I think there'll be plenty of reasons to invest in non-combat skills. At a very basic level of what industry might do, consider having access to a ton of disposable ships vs lots of disposable ships and a tough flagship, vs a very tough flagship and no disposable ships. That seems like it'd be more a playstyle and tactical/strategic decision, rather than one option simply being better. Then there's the potential to gain access to higher-end stuff more quickly, and having it be replaceable, and... other things.

Ton of disposable ship could become viable at some point, but 10 officers softcap and 25 ships total hardcap seriously limit efficiency of such approach in current version. Of course, it's probably subject to change...
Title: Re: Planetary Surveys
Post by: Orikson on June 10, 2016, 10:04:17 PM

I wonder how the Hegemony is going to react to your setting up shop in their system... I mean, I'm assuming the pirates are paying *somebody* off to go unnoticed right under the Hegemony's nose.

<Agent spam intensifies>

Aside from that, I love how the conversation of this new feature is going on. It would probably bring even more feed back once the system is released in an update.


Title: Re: Planetary Surveys
Post by: Aeson on June 11, 2016, 12:45:11 AM
As far as making a survey skill or set of survey skills which are useful to have at any level and not something that you'd either be guaranteed to never have or always take to max rank, I might suggest treating the survey skills as data interpretation skills rather than data collection skills. You perform a survey and collect complete, accurate survey data regardless of your survey skill, but the survey report is only as accurate as your skill in data interpretation allows it to be. A zero-skill surveyor might interpret the data to indicate that the location has a feature with a value of X, with the true value X' being within 50% of X in either direction; higher survey skills would reduce the maximum error. The value of X would preferably be set the first time the player viewed the survey data at a given survey skill level, so as to avoid repeatedly viewing the survey reports to collect enough random points around the true value to find a much more accurate estimate of the true value than that which is reported in the game.

You could be assumed to keep the raw data in storage somewhere and reevaluate the data each time your character's survey skill improves, regenerating the survey report to provide a more accurate interpretation of the data, which removes the incentive to put off surveying until the character maxes out survey skill (or at least reaches a point where the accuracy of the report is within acceptable limits), and because the data itself is complete and accurate you have little reason to redo the survey "in case something was overlooked the first time around."

If it's felt to be necessary, you could also add a merchant type that can be paid to provide a higher-accuracy interpretation of survey data that the player has collected, so as to reduce the risk of making a bad choice for outpost placement for players with low survey skill; if the cost is sufficiently high, if the maximum accuracy of reports gained by the merchant is still worse than the maximum accuracy of reports generated by a player character which maxes out survey skills, or if there are other drawbacks to giving the merchant access to your survey data (e.g. the survey report is now in the public domain or is the merchant's property and so you cannot legally sell it or cannot legally sell it at full value, or it can come to the attention of factions with which the merchant is aligned and result in fleets of that faction paying unwanted visits to an area you were considering setting up shop in, or it makes the surveyed world a potential location for other factions to set up shop if they previously had no information on the area or were in no rush to set up there because they thought no one else was interested in it), you'd still have an incentive to improve the character's survey skill, but it wouldn't necessarily be essential.

As far as tying survey speed to survey skill goes, my own opinion is that it'd be better not to do so. I tend to find that things that increase the rate at which a task is performed have either so much of an effect on the time taken as to be nearly essential or so little practical impact on the time taken as to be nearly worthless, and, worse, a lot of times a large part of the reason for getting them is tedium-reduction.
Title: Re: Planetary Surveys
Post by: Gothars on June 11, 2016, 02:48:28 AM
Perhaps surveying a planet "wakes up" a pirate fleet hiding nearby, perhaps you run into other surveyors. Also definitely thinking about what form a quick profit - i.e. salvaging something, either from ruins of from particularly rich natural deposts, w/o establishing an outpost - could take.



You know, it might be worth some thought if this should be tied to the survey skill level. While I completely agree that getting a permanently better planet with a higher skill would be too enticing, getting a better chance at a one-shot bonus could strike a good balance.
A downside of the current implementation is that you might feel cheated under certain conditions. Imagine a case where you invested a lot in the skill and then all the interesting "high risk" planets turn out disappointing and you end up settling on some low risk ones. Wasted skill points! If you at least got some better one-time bonuses that would mitigate the issue.

I'm thinking of a wide range of things; stuff like ships, weapons, (shipwrecked) officers and hidden missions.






Title: Re: Planetary Surveys
Post by: Linnis on June 11, 2016, 04:21:02 AM
Alex, I know you are holding back on playing stellaris but there are some lessions that could be learned! The best would be the "events" that happen when you survey planets and stars. I have hundreds of hours now and I still see new events...

Yeah most of it is flavor text and at the end with an option of going down quest lane for more of the same thing or get an immediate reward of some kind. But the point is that the flavor texts are so awesome and the quests generated always fit the empire your playing.

It made the early game really cool and added so much flavor and emmersion, do try it out, the early game of stellaris IS amazing and *cough cough* steal *cough*
Title: Re: Planetary Surveys
Post by: Megas on June 11, 2016, 05:42:56 AM
Re: Attainable experience
So that is its jargon term, maybe.

Yes, I dislike that concept.  I would do stupid stuff like "standing on a trap trigger in a fire while jumping and casting a healing spell to level up", as Alex puts it, if that is easiest way to get one of the top-tier skills of the game.  It also tends to be more complicated all-around.

Actually, you kind of had to do stupid stuff in Ultima IV to get all eight karma/XP meters before you can become the avatar.  You cannot attack non-aggressive yet angry monsters (kills compassion), you cannot run from combat (kills valor), you must donate blood at the healers at figurative gunpoint (kills sacrifice if you refuse), you need to prompt questions from NPCs and answer correctly (raises/kills humility).

Dynamic difficulty is yet another concept I really dislike.  The game tells players "Hey, want to win? Don't play too well or you will die!  Feign incompetency and live!"  Might have a point if it has unlockables or acheivements (yet another thing I dislike - pointless grinding and busywork for the sake of the game patting you on the back).
Title: Re: Planetary Surveys
Post by: VuNut on June 11, 2016, 06:50:47 AM
Speaking of discovering unexpected things, it'd be pretty amazing to survey a planet and discover that there's a rudimentary colony there already; one that has been isolated since the collapse and never managed to reach anyone or get back to space. There's bound to be a few, especially on the low-risk worlds.
Title: Re: Planetary Surveys
Post by: Alex on June 11, 2016, 10:15:08 AM
I like the deliberate simplicity in the surveying mechanic- I feel like there would be enough to keep track of (I'm assuming) with the setting up of outposts and markets afterwards.

Yeah, exactly! Doesn't feel like the right place to add a ton of complexity to, if it's just something on the way to outposts and not a final destination.

I do wonder though, how many campaign events will involve surveying, like faction missions, and whether or not surveyable planets might have existing civilization, presumably cut off after the Collapse.

Don't know yet :) Surveying itself is core, but stuff like this, while extremely cool, is more optional - so it's a question of picking out the bits that fit in best with the core stuff.

Speaking of discovering unexpected things, it'd be pretty amazing to survey a planet and discover that there's a rudimentary colony there already; one that has been isolated since the collapse and never managed to reach anyone or get back to space. There's bound to be a few, especially on the low-risk worlds.

Yeah, that one particularly would be very neat.


... even get your ships magnetically dragged in

Black holes have that mechanic on lockdown.


Ton of disposable ship could become viable at some point, but 10 officers softcap and 25 ships total hardcap seriously limit efficiency of such approach in current version. Of course, it's probably subject to change...

Well, 10 officers is probably going to require skill point investment. And if multiple fleets are a thing... as you say, a lot is subject to change.



As far as making a survey skill or set of survey skills which are useful to have at any level and not something that you'd either be guaranteed to never have or always take to max rank, I might suggest treating the survey skills as data interpretation skills rather than data collection skills. You perform a survey and collect complete, accurate survey data regardless of your survey skill, but the survey report is only as accurate as your skill in data interpretation allows it to be. A zero-skill surveyor might interpret the data to indicate that the location has a feature with a value of X, with the true value X' being within 50% of X in either direction; higher survey skills would reduce the maximum error. The value of X would preferably be set the first time the player viewed the survey data at a given survey skill level, so as to avoid repeatedly viewing the survey reports to collect enough random points around the true value to find a much more accurate estimate of the true value than that which is reported in the game.

You could be assumed to keep the raw data in storage somewhere and reevaluate the data each time your character's survey skill improves, regenerating the survey report to provide a more accurate interpretation of the data, which removes the incentive to put off surveying until the character maxes out survey skill (or at least reaches a point where the accuracy of the report is within acceptable limits), and because the data itself is complete and accurate you have little reason to redo the survey "in case something was overlooked the first time around."

If it's felt to be necessary, you could also add a merchant type that can be paid to provide a higher-accuracy interpretation of survey data that the player has collected, so as to reduce the risk of making a bad choice for outpost placement for players with low survey skill; if the cost is sufficiently high, if the maximum accuracy of reports gained by the merchant is still worse than the maximum accuracy of reports generated by a player character which maxes out survey skills, or if there are other drawbacks to giving the merchant access to your survey data (e.g. the survey report is now in the public domain or is the merchant's property and so you cannot legally sell it or cannot legally sell it at full value, or it can come to the attention of factions with which the merchant is aligned and result in fleets of that faction paying unwanted visits to an area you were considering setting up shop in, or it makes the surveyed world a potential location for other factions to set up shop if they previously had no information on the area or were in no rush to set up there because they thought no one else was interested in it), you'd still have an incentive to improve the character's survey skill, but it wouldn't necessarily be essential.

This feels like it makes a lot of things more complicated. For example, market condition effects would need to care about how accurate your survey of them was. Do things (such as ore mining) function at the estimate effectiveness or the real one? If it's the estimated one, then it doesn't make sense for over-estimates to exist.

Then, every time you level up the skill, you have to either be notified of all the changes (of which there would be many, right? pretty much every condition would change a bit) or you'd have to go looking through all of them.

Let's take a step back: what's the benefit here? What problem is this trying to solve, compared to the approach from the blog post?


As far as tying survey speed to survey skill goes, my own opinion is that it'd be better not to do so. I tend to find that things that increase the rate at which a task is performed have either so much of an effect on the time taken as to be nearly essential or so little practical impact on the time taken as to be nearly worthless, and, worse, a lot of times a large part of the reason for getting them is tedium-reduction.

Yeah, totally agree. One would guess there's probably a sweet spot for this somewhere where it might work, though. But in general, time delays that don't have a gameplay reason aren't a candidate for skills reducing it, they're a candidate for being eliminated.

That said, you could make an argument that surveying could take time so that it could be interrupted by hostiles. That could be interesting, but would have to happen pretty often for that to be worth adding a delay.


You know, it might be worth some thought if this should be tied to the survey skill level. While I completely agree that getting a permanently better planet with a higher skill would be too enticing, getting a better chance at a one-shot bonus could strike a good balance.
A downside of the current implementation is that you might feel cheated under certain conditions. Imagine a case where you invested a lot in the skill and then all the interesting "high risk" planets turn out disappointing and you end up settling on some low risk ones. Wasted skill points! If you at least got some better one-time bonuses that would mitigate the issue.

I'm thinking of a wide range of things; stuff like ships, weapons, (shipwrecked) officers and hidden missions.

Hmm, yeah. I think that might be a different skill, though - "Salvage", perhaps? There's also a danger here that doing the one-shot plundering will feel like a waste at anything below maxed out skill, because you're not getting all you could. Might be alright if there are enough opportunities to do it that it's not a concern, though.

Very much thinking about this already! Great minds think alike and all that :)

As far as feeling "cheated" - the survey skill will have some other benefits. In addition, low-hazard worlds never get some of the top-tier resource conditions. I suppose it's theoretically possible that *none* of the high-hazard worlds roll anything worthwhile, but then it doesn't feel like one-time bonuses would help here, that just doesn't stack up against "spent skill points".


Alex, I know you are holding back on playing stellaris but there are some lessions that could be learned! The best would be the "events" that happen when you survey planets and stars. I have hundreds of hours now and I still see new events...

Yeah, that's kind of why I don't want to. Going along very similar lines in this particular area, it feels like.

Dynamic difficulty is yet another concept I really dislike.  The game tells players "Hey, want to win? Don't play too well or you will die!  Feign incompetency and live!"  Might have a point if it has unlockables or acheivements (yet another thing I dislike - pointless grinding and busywork for the sake of the game patting you on the back).

Reminds me of someone beating Oblivion with a level 2 character, specifically build to avoid levelling up, iirc.

Generally dislike the concept, too. But I think there are ways to make it work, as long as it's not hamfisted. For example, say the amount of attention factions turned on you was proportional to the amount of trouble you caused for them. Basically "dynamic difficulty", but there's an in-game reason for it, and that doesn't feel bad.
Title: Re: Planetary Surveys
Post by: Megas on June 11, 2016, 10:31:04 AM
@ Alex: Sure, game getting harder as a result of logical consequences are fine.  If I openly attack a Hegemony fleet then become public enemy #1, I am perfectly okay with that.  Game getting harder more than normal because I perfect played the last round feels cheap.  Low-level run is exactly the sort of thing that dynamic difficulty encourages.
Title: Re: Planetary Surveys
Post by: Alex on June 11, 2016, 10:39:19 AM
Yeah, I think we're on the same page here.

My point was just that you could make "dynamic difficulty" without making it awful, it's just the arbitrary, unavoidable, punishing-good-play aspect of certain implementations of it that makes it bad. And there's probably a good deal of room for what one might consider "punishing good play". I mean, if the Hegemony sends out a task force dedicated to hunting you down because you've been such a pain, that's "punishing good play" on some level, but is also perfectly reasonable.

So it's not all black and white, but "dynamic difficulty" as a concept tends to be maligned, where I think the problem people have is really with the specifics of the implementation. Or maybe I'm just defining dynamic difficulty too broadly to include things that don't suck :)
Title: Re: Planetary Surveys
Post by: Dri on June 11, 2016, 02:29:51 PM
So, looking quite some time ahead, does this mean that the next big patch will include serveys and outposts? :o
Title: Re: Planetary Surveys
Post by: DatonKallandor on June 11, 2016, 03:16:09 PM
Yeah, I think we're on the same page here.

My point was just that you could make "dynamic difficulty" without making it awful, it's just the arbitrary, unavoidable, punishing-good-play aspect of certain implementations of it that makes it bad. And there's probably a good deal of room for what one might consider "punishing good play". I mean, if the Hegemony sends out a task force dedicated to hunting you down because you've been such a pain, that's "punishing good play" on some level, but is also perfectly reasonable.

So it's not all black and white, but "dynamic difficulty" as a concept tends to be maligned, where I think the problem people have is really with the specifics of the implementation. Or maybe I'm just defining dynamic difficulty too broadly to include things that don't suck :)

The famous Oblivion dynamic difficulty problem wasn't so much that the difficulty scaled, it was that it scaled to a stat that was far too broad: "Levels"

It's not a problem to scale combat power of enemies to player level, unless it happens to be a game where you can and will level up by getting better at talking or crafting without ever getting better at fighting and that's exactly what Oblivion was.

There was also the minor fluff issue of bandits suddenly getting access to equipment was supposed to be ultra rare and ridiculously expensive, but the real issue was that it scaled combat power of enemies to a stat that could be a non-combat stat. The part where it breaks the world logic can (and has been since) solved by making dynamic difficulty variable and not global.

There are situations where it makes sense to encounter tougher and tougher enemies that start tough and only get stronger with the player (think Mordor), places where enemies start low and only scale to a certain point (think the Shire and surrounds) to give the player something to maybe come back to and go "damn I remember when this was hard, I am awesome now" and places that are in-between that. The important things with dynamic difficulty is that you never get rid of the moments where the player can encounter something that makes him go "oh wow, this place is hardcore I can't take this yet" and "I remember when this was hard I am a badass now".
Title: Re: Planetary Surveys
Post by: Megas on June 11, 2016, 03:58:14 PM
Dynamic difficulty: Spoilered because I do not want to derail this too much with more discussion...
Spoiler
Quick examples of dynamic difficulty I have in mind:

* I grab the shield powerup in Gradius, and all of sudden, enemies that did not shoot much now saturate the screen with bullets like in a bullet-hell shooter.  Was better off never getting the shield.

* EA football (Madden or others):  I pick the overpowered all-star team and give the CPU a very weak team.  After clobbering of the other team for the first half, the wimp team suddenly gets much stronger, and shrugs off and outruns my defenders.  Game gets tied rather quickly.  What was the point of picking a god-team if the cheating AI wimps become bigger gods later?

* Hypothetical FPS:  I clear first level with 90% kills.  Second level proceeds as normal.  Another game, I clear the first level with 100% kills, I get much stronger enemies, and they move faster, and their attacks are one-hit kills... or suddenly, the expected items are gone!

Bonus or replacement bosses that appear due to superb gameplay (e.g., Akuma from the Street Fighter games or Reptile from the first Mortal Kombat) do not count.
[close]

Summary:  I do not want the game to metagame and adjust the game based on my game record.  Enemies that are stronger later are that way due to logical progression (go from safe Shire to deadly Mordor; zombie infection slowly expands), not because I got a perfect score at the shooting gallery (instead of 99%), and the house thinks rocks should fall to deny my victory.
Title: Re: Planetary Surveys
Post by: VuNut on June 12, 2016, 04:15:58 AM
A good but not essential benefit of upping the survey skill could be forewarning of possible temporary negative events that a planet can have, maybe letting you start the outpost with the countermeasure(s) already applied at a small discount.
Title: Re: Planetary Surveys
Post by: Gothars on June 12, 2016, 05:03:27 PM
the survey skill will have some other benefits

Can you talk about those? :)


Would be cool if you could survey all kinds of things to learn more about them. Maybe survey neutral/allied colonies and stations to get intel (and sell it to their enemies). Or suns, to predict upcoming solar events and get a tactical advantage. Or com relays to see who's listening in with their bugs. Or just deeper lore information on all kinds of space born artifacts. It could be a general "invest ressources to learn more about this" skill.

Title: Re: Planetary Surveys
Post by: Alex on June 12, 2016, 05:15:21 PM
There was also the minor fluff issue of bandits suddenly getting access to equipment was supposed to be ultra rare and ridiculously expensive, but the real issue was that it scaled combat power of enemies to a stat that could be a non-combat stat.

My feeling is that it was already bad, and then this aspect of it just made it very bad :) Buut, yes, in general agreement here.

Can you talk about those? :)

Haven't entirely settled on what they are :) Some thoughts are generating "survey data" you can sell, granting increased XP, providing minor resource extraction bonuses to outposts, some active abilities that make surveying easier/less expensive/etc, possibly access to the "Surveying Equipment" mod, that sort of thing.


Would be cool if you could survey all kinds of things to learn more about them. Maybe survey neutral/allied colonies and stations to get intel (and sell it to their enemies). Or suns, to predict upcoming solar events and get a tactical advantage. Or com relays to see who's listening in with their bugs. Or just deeper lore information on all kinds of space born artifacts. It could be a general "invest ressources to learn more about this" skill.

Hmm. With extra lore, this presumes a very large chunk of content existing, that doesn't exist :) Hinting at things in descriptions is one thing, but having more information to dig into *everywhere* is quite another.

The sort of thing is an option, though. One thing I don't want to do is add mechanics that are just sort of hanging out there design-wise, not connected to anything else.

For example: "predict upcoming solar events" - that would be cool, but not if it's a one-off. If solar events play a larger role in the campaign, then yeah. Likewise with the intel thing, if collecting intel in this way is part of how "faction war" functions, then that'd be a neat thing to tie into skills. Otherwise, it's probably too much effort for a "random" unconnected feature. I think things like this are great if they're simple individually but interact to create higher-level dynamics.
Title: Re: Planetary Surveys
Post by: Zarcon on June 13, 2016, 06:19:22 AM
So stinking cool!!!  :)

Love it.

My excitement level for Starsector just increased a bunch, because so far it's mostly been a combat sim, to now bring in outposts and creating your own domain, so amazing!!!

(I knew outposts and such were one day gonna be in the game, but this makes it feel more real and immanent.  :P  )
Title: Re: Planetary Surveys
Post by: Mr. Sterling on June 13, 2016, 01:33:55 PM
sounds great but i hope you add that ability to have more then 1 fleet at a time. i e be able to hire a captain to be in control a second fleet (or more) to do trade runs or defend areas etc.

with that in mind make is so you can design the ships and loads of said ship they will use as well as their skills.
Title: Re: Planetary Surveys
Post by: Zarcon on June 17, 2016, 12:28:38 PM
Oh.  I saw a comment about previously unknown small colonies being discovered in Surveying and it brought a question to mind.

Are there Aliens in this Sector of Stars?  :P  (Sorry if this is already addressed or obvious.)

Or just stranded humans?
Title: Re: Planetary Surveys
Post by: Alex on June 17, 2016, 12:39:12 PM
Oh.  I saw a comment about previously unknown small colonies being discovered in Surveying and it brought a question to mind.

Are there Aliens in this Sector of Stars?  :P  (Sorry if this is already addressed or obvious.)

Or just stranded humans?

The are certainly aliens in the Sector. Just look at Jangala - it's full of non-Terran life forms.

:D
Title: Re: Planetary Surveys
Post by: Zarcon on June 17, 2016, 12:55:03 PM
Oh.  I saw a comment about previously unknown small colonies being discovered in Surveying and it brought a question to mind.

Are there Aliens in this Sector of Stars?  :P  (Sorry if this is already addressed or obvious.)

Or just stranded humans?

The are certainly aliens in the Sector. Just look at Jangala - it's full of non-Terran life forms.

:D

Oh no!  Now I have to go look at Jangala in detail tonight to find out if humor is in play here, or if I'm just missing something, ha ha!  :D
Title: Re: Planetary Surveys
Post by: Deshara on June 17, 2016, 07:11:08 PM
Oh.  I saw a comment about previously unknown small colonies being discovered in Surveying and it brought a question to mind.

Are there Aliens in this Sector of Stars?  :P  (Sorry if this is already addressed or obvious.)

Or just stranded humans?

Spoiler
aliens? Yes

Spoiler
sentient aliens? No
[close]
[close]
Title: Re: Planetary Surveys
Post by: Clockwork Owl on June 17, 2016, 08:35:22 PM
Oh.  I saw a comment about previously unknown small colonies being discovered in Surveying and it brought a question to mind.

Are there Aliens in this Sector of Stars?  :P  (Sorry if this is already addressed or obvious.)

Or just stranded humans?

Spoiler
aliens? Yes

Spoiler
sentient aliens? No
[close]
[close]
Spoiler
We never know, tho. Maybe these jungles posess a Hive Mind or two... :P
[close]

Since random sector generation is now a thing, I'd assume there will be random markets... How would economy system go with it?
Title: Re: Planetary Surveys
Post by: Sabaton on June 19, 2016, 05:16:38 AM
Regarding the idea of having your surveys be interrupted by hostiles: SPAZ 2 had a nice way of dealing with this, performing an action (harvesting) accelerated time around you.

Also, star systems could be a wee bigger than they are now (they are huge IRL) so that you can have more content into them without flooding the star map with new ones. (if that isn't your intention)
Title: Re: Planetary Surveys
Post by: Megas on June 19, 2016, 05:30:24 AM
Also, star systems could be a wee bigger than they are now (they are huge IRL) so that you can have more content into them without flooding the star map with new ones. (if that isn't your intention)
I do not want the old Valhalla system back.  That system was huge, and was nothing but pain (anything useful you did there angered a faction).  I avoided that system unless it had a named bounty fleet hiding there.
Title: Re: Planetary Surveys
Post by: Alex on June 19, 2016, 12:23:09 PM
Since random sector generation is now a thing, I'd assume there will be random markets... How would economy system go with it?

I'm not sure why you'd assume that :) In my mind this isn't directly related to procedural generation of more star systems. Not to say there won't be some dynamic markets, but the economy is quite capable of dealing with that; not sure I understand that question.

Regarding the idea of having your surveys be interrupted by hostiles: SPAZ 2 had a nice way of dealing with this, performing an action (harvesting) accelerated time around you.

Right - Mount & Blade also did something like this - rather, pretty much exactly this - with waiting/looting villages/etc. For Starsector, I don't think speeding up the game beyond what pressing shift already does is viable, performance-wise. I'm also not exactly decided on whether this kind of approach is good in general. If it's something that happens often, it could get annoying, fast-time or not.

For example, say the game design goal is "your action can be interrupted by hostiles" - but, really, is it that, or is it more that you want the action to possibly result in running into hostiles? If it's the latter, which I think it more often is, or is at least a good substitute for the former, performing the action could just trigger nearby hostiles to go look for you, no waiting required.

Still thinking this through, though, so might change my mind.
Title: Re: Planetary Surveys
Post by: DatonKallandor on June 19, 2016, 05:19:39 PM
If the intention is for surveys to take time (which seems sensible) how about doing a survey consists of dropping off the necessary materials (including crew and maybe even a ship to ferry them around) and the survey runs without further player input in the background. Get a message when they're done and pick up your people/materials/results.

That would also be a good place for survey skill benefits - shorter survey times, which is a nice-to-have thing, but doesn't penalize you for doing surveys with less skill (you still get the same result, just slower) so it wouldn't lead to the old "full skill or don't bother" problem.
Title: Re: Planetary Surveys
Post by: namp007 on July 06, 2016, 08:54:51 AM
Holy feces having intercourse!

Every now and then I visit the site, check the blog page for news.
I read that blog post today and I think I had an orgasm of sorts!

This implementation of colonisation that you have worked out.. is exactly how I want to be.
Not a tedious chore, not a "must-stat" thing, its existence prevents just claiming every damn planet you have in sight.

Now all I need is a nice randomness factor in the planets so that the min-max'er inside of me can spend countless hours of searching for the perfect planet (or cluster of planets).
I can already imagine spending 300 hours looking for a planet with a market that has (nearly) everything and a population of 10^8.

So far I had to fill the "dominate the universe" void with Nexellerin, can't wait to have this instead.

Now all I have left is the question of finite or infinite universe. (Personally favor infinite)
(Haven't read all the comments here, which I will do now to gather more knowledge!)
Title: Re: Planetary Surveys
Post by: heskey30 on July 06, 2016, 01:19:34 PM
Alex said the sector won't be much bigger than it is now. Its because the game simulates everything that happens in the sector which means if it is too big it will run slowly. Too bad - it would be cool to have a huge universe. But its also cool to have it all constantly running. And huge universes are getting to be a dime a dozen nowadays.
Title: Re: Planetary Surveys
Post by: Kix on July 09, 2016, 10:23:24 PM
Instead of making surveying dangerous planets a complete non-option for low-level surveyors, would one consider the possibility of simply making it prohibitively expensive to do so?

Like, what if i've got everything set up pretty nice and dandy and i'm just missing this ONE planet to make it all complete, but theres no option other than to max out surveying in order to actually get it?
Title: Re: Planetary Surveys
Post by: Weltall on July 13, 2016, 10:24:11 AM
Planetary Surveys are too much for my heart.. the game.. is expanding.. in such wonderful ways..