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Starsector => General Discussion => Topic started by: Agile on August 12, 2019, 04:52:22 PM

Title: Raids make little sense
Post by: Agile on August 12, 2019, 04:52:22 PM
Heya!

So, after trying my hand at colony making, ive started to know how and when to build colonies, how to build them to avoid dying early, etc.

Something that doesn't make sense to me, however, is the consequences and rewards, and the lore behind raids.

I might be rambling but why do PIRATES, of all things, create mega deathballs to attack colonies? Pirates, in my view, are mostly desperate people with no where to turn; much like in the tutorial, they are miners down on their luck, mercs with outstanding debts that turn to banditry to resolve it, or done by opportunistic criminals who think they can get away with it. These type of people do not tend to field large fleets or have the resources for such fleets, nor do they have the industry to sustain it.

Yet the pirates that attack me after a few months are just as bad if not WORSE than expeditions (which ill get back to soon). Not only does this not make sense lore wise (why are pirates even better military than age old factions?), how are they SUPPORTING these fleets? None of these pirate bases have an inkling of good industry, and most of them would take heavy losses attacking core worlds as core worlds are CORE for a reason; they are controlled by large factions with heavy pockets and massive fleets.

I understand pirates attacking me when im a puny 3 colony, maybe up to 4, but why are they attacking me when I have HEAVY BATTERIES, HIGH COMMAND, level 6 colony, and a massive fleet? They should be looking for other tactics. I know the excuse for this is "colonies are there for combat" but I have a solution that both makes sense AND is more fun to fight, but ill get to this soon.

Now to continue my rant, why do expeditions travel HUNDREDS of light years in MASSIVE fleets just to attack me, a guy minding his own business? Id understand if the expeditions were a) small, or b) because I have hostilities with them, but I am neutral if not IN GOOD STANDING with the HEGEMONY and they keep sending fleets against me. And there is no way to stop them unless I download mods like Nexer that lets me do a cease fire / alliance.

Not only should core factions not be sending expeditions (especially when they are at war against someone else) against the player unless they are hostile to said faction, the expeditions need to be drastically cut down to be more reasonable and realistic, with actual supply routes / ships factored in.

Now, my solution to the "colonies are there for you to be forced to fight" problem while fixing the "pirates are unrealistically powerful and sometimes even better than core factions if left alone" problem.

Once you get level 6 colony, you will be warned by a "cryptic warning beacon" or by a "shady man at the bar" of a "possible alien incursion" in 120 days. After 120 days, you will be invaded... by the Remnants!

You will get raided by them more, and faster, the farther you are away from the core worlds (which gives a in-universe reason as to why most of the major factions are in fighting instead of colonizing like you; because they know this hidden but open secret about the Remnants. This also explains all the ruins out in space and why you constantly get survey missions; you are fodder to detect if Remnant fleets are getting closer or farther from the Core Worlds and how powerful they are, and also explains how Warning Beacons became a thing.)

This gives a decent window (4-6 level) in your colony size for you to make cash, get a pristine nanoforge on a orbital works so you can build decent ships and weapons, and be prepared for the "threat".

This also gives a plausible and actual consequence to using AI cores; the more AI cores you use, the faster the Remnants locate and attack you. I don't consider Pathers or Hegemony inspections an actual threat to AI use, since one of them can be waited out, the other can be bribed.

Remnant expeditions will not appear from a pre-made base; they will only happen from medium beacon systems (colony 6-8 level) and red beacon systems (colony 9-10 level). This also lets you end the threat of the Remnants by wiping out their bases; but be careful, this might trigger "unexpected consequences".

Spoiler
If you have an AI core as an admin in any of your colonies, they will "rebel" out of fear that you will destroy them next out of your hatred of the Remnants, which will automatically convert your colony into a red level remnant fortress. Another possible consequence of using an Alpha AI core.
[close]

While we are on this topic, maybe one of the consequences of trying to remove your Alpha AI core as a admin is they'll send a special distress signal out into space, much like a Distress Signal, except it can only be heard by Remnant forces. This only happens if you continue to remove the core even after its attempts at black mailing you.

Anyway, im done rambling, I kinda just had random ideas pop up as I was ranting about inconsistent raids and lore. Thanks if you read this far.
Title: Re: Raids make little sense
Post by: Kalarak1 on August 13, 2019, 12:46:37 AM
I agree with most of this. The entire colony system is completely ridiculous the way it currently is IMO. The only thing I'm a bit iffy on, is the rebellion, seems a little over the top, but something similar would be a good idea none the less.
Title: Re: Raids make little sense
Post by: TaLaR on August 13, 2019, 01:01:17 AM
Yeah, pirates feel a lot more like space zombie horde.
Title: Re: Raids make little sense
Post by: Megas on August 13, 2019, 06:28:29 AM
Pirates also feel like the evil empire Hegemony should have been.  Pirates also act like the boss faction Remnants should be.  They may have inferior tech, but that does not matter if 1) they have infinite resources and 2) other NPCs are incapable of defending their worlds from the horde.

As for expeditions, I am growing increasingly convinced the best way to stop expeditions is to destroy all of the core worlds, well... all of the military worlds (while pirates decivilize the rest because I get tired of constantly defending treacherous and ungrateful core worlds who rather attack my colonies than defend themselves, while I have very little time to do other fun stuff like exploring the red planet).

Something is wrong when the best way to reduce excessive babysitting combat is to kill all of core.  It is like all major factions treat you as a greater existential threat than their enemies just for being a capitalist.
Title: Re: Raids make little sense
Post by: Igncom1 on August 13, 2019, 06:37:52 AM
Are the hegemony supposed to be evil?

Aren't they space Romans of some kind? Stuck at the point between republic and empire, with potential for both depending on how things turn out and slowly being influenced by the luddic faith?
Title: Re: Raids make little sense
Post by: Megas on August 13, 2019, 06:49:16 AM
Hegemony feels the most heroic (or least evil) out of all of the factions.  If anything, they feel like the stuck-up Lawful Stupid paladin stereotype.  More control freak than anything.

Once player opens Free Port just to get decent population growth, Hegemony acts like all of the other bullies that need to be wiped out just to stop the babysitting madness.
Title: Re: Raids make little sense
Post by: Merkurial on August 13, 2019, 06:50:28 AM
I haven't been playing long and I've only made one pitiful colony on vanilla and 1 half decent with mods and I must say a lot of OPs points resonate with my experience so far.

Another point about expeditions, I thought the whole spiel of the lore is that humanity is on the knife-edge with resources etc, so it wouldn't make sense for anyone to come hundreds of lighyears to raid a little colony, right?

Pirates are great and all but they shouldn't be able to field large fleets unless we start seeing pirate systems or significantly sized "safe harbours" where they can retrofit and maintain said ships.
Title: Re: Raids make little sense
Post by: Igncom1 on August 13, 2019, 06:58:33 AM
To be fair you don't need either AI cores or an open free port, what with both having in world examples as to why they are very bad things to exist. (Breeding grounds for extremists and terrorists, and being literal examples of the violent and anti-human death machines from the first AI war.)

They just both so happen to be very profitable for the 'open minded player who doesn't really care so long as the money flows in. Other then that the hegemony are more then happy to have another law abiding colony or independent faction to trade with.

Almost makes me wish I could ask for them to establish a garrison or two for defence so I don't need to bother.

---

As for the pirates, they are essentially fed by every part of the economy and their ties to the general independent civilian population are effectively indistinguishable. With pirates swelling and dissipating based on the sectors overall economy. Low stability but high income economies breed pirates, which is basically most of the sector. So I suppose if the pirates were proportional to the general economy in game, they could make more sense. As could or do panther cells to the presence of heavy industry and e-demons.
Title: Re: Raids make little sense
Post by: Agile on August 13, 2019, 07:03:52 AM
To be fair you don't need either AI cores or an open free port, what with both having in world examples as to why they are very bad things to exist. (Breeding grounds for extremists and terrorists, and being literal examples of the violent and anti-human death machines from the first AI war.)

They just both so happen to be very profitable for the 'open minded player who doesn't really care so long as the money flows in. Other then that the hegemony are more then happy to have another law abiding colony or independent faction to trade with.

Almost makes me wish I could ask for them to establish a garrison or two for defence so I don't need to bother.

---

As for the pirates, they are essentially fed by every part of the economy and their ties to the general independent civilian population are effectively indistinguishable. With pirates swelling and dissipating based on the sectors overall economy. Low stability but high income economies breed pirates, which is basically most of the sector. So I suppose if the pirates were proportional to the general economy in game, they could make more sense. As could or do panther cells to the presence of heavy industry and e-demons.

Thing is, even WITHOUT either of these (if I don't open port and I get colony skills) I get attacked ANYWAY.

No matter what you do, everyone wants to get you, hence why I say AI cores aren't really a problem; you are going to be attacked by massive *** off deathfleets anyway, might as well get an AI core and make massive bank while not wasting skill points.

Heck ive tried a farming world (hazard 100 with +1 to farming) with 0 cores and only me as administrator. This was a) not very profitable (because of expenses it took for me to go to and from pirate bases so they didn't get big enough to deathball me) and b) I still got expeditions after a while because my colony naturally became big enough to "threaten the rest of the galaxy" despite the fact that im just a puny colony with a battle station, military base, and farming + tech mining (the shittiest industries).
Title: Re: Raids make little sense
Post by: Igncom1 on August 13, 2019, 07:08:51 AM
Yeah you got attacked, but not the the hegemony!  ;D

The rest are a spiteful bunch in this version, yeah I agree with you there.

But this isn't really an empire building game, the whole colony system is mostly just to help further facilitate the battles you fight. Giving you funding and resources to build whatever fleet you want and letting you just go ballistic in the end of the game.

The constant expeditions are annoying if you don't have the fleet bases enough in one system to ignore them, sure, but it does give you a reason to fight battles at all, which peace wouldn't do.
Title: Re: Raids make little sense
Post by: Megas on August 13, 2019, 07:14:33 AM
You do need Free Port once colony size reaches 6 or 7 unless you do not mind waiting ten or more in-game years to grow.  In my last game, I had Free Port on and every other population growth bonus (except cores and sleeper ship), and it took five in-game years for colonies to grow from 7 to 8.  Unacceptable if I want big colonies before I win the game.

So far, the only meaningful consequences of Free Port are -3 stability and more expeditions.

Quote
Breeding grounds for extremists and terrorists
They appear to be breeding grounds even if Free Port is off.  Why do I get pirate activity even if I have the most closed port in the sector?  If Free Port angers the factions, why don't they attack the Free Ports of Independents or Pirates, who are probably even worse defended than my colonies?

I do not care if the game text says they breeding grounds if the gameplay and rules act otherwise.  As far as I see, your colonies are breeding grounds no matter what you do.  Therefore, the optimal solution is to exterminate all of core, then install more alpha goverened colonies to make up for lost income (population generates income) and no Hegemony to stop you.  Then player can fight pirates or Remnants at a more leisurely pace than the frantic and insane babysitting that goes on with core.

P.S.  As long as alpha cores stay as they are, it is an empire building game, since there is no theoretical limit to alpha cores, just time to grind at unlimited Ordos fleets.
Title: Re: Raids make little sense
Post by: Igncom1 on August 13, 2019, 07:25:40 AM
What you say is fair, and I can't exactly give much of a reasoning towards the difference between the lore and game play other then what I could interpret is happening.

I personally don't have a problem with the colonies taking a while to grow so long as I am making a profit. Having a surplus of 1 million over 10 doesn't really matter when you run out of stuff to spend it on. So as to actually maxing the colonies out I've never been all that concerned.

Pirates themselves appear, I believe, as a product of your own civilian economy as the pirates themselves are all either just civilians, vagrants, or ex-military. You can filter the worst of them out with a non-free port as people have to go through customs most of the time, just like we do at other colonies. But otherwise pirates might as well be nothing more then usual civilian traffic flying the jolly roger whenever they get desperate. But smuggling does happen anyway, so our colonies aren't impenetrable to infiltration and subversion.

And yeah to be fair the rate at which these massive fleets are chucked at you in the current game version is ludicrous when they don't even put 1/10th of the effort into their proper faction wars. I completely agree. If anything any faction that is in a proper war with another faction actively should NOT be sending expeditions at the player, with their non-existent fleets presumably fighting the war somewhere at some place.
Title: Re: Raids make little sense
Post by: chancoco on August 13, 2019, 07:52:27 AM
Everything would make a little more sense if you think of the player faction as another rival pirate faction. No wonder everyone's trying to stop you at every turn. We were the bad guys all along!
Title: Re: Raids make little sense
Post by: Megas on August 13, 2019, 08:07:45 AM
Not really.  They do not even send fleets at pop-up pirate bases to destroy them before pirates send raid after raid to lower core worlds' stability.

If player is treated like a pirate, then core worlds should try to attack the player's fleet on sight and deny docking while transponder is on, but leave the player's colonies alone.  Of course, they can post bounties, but who will do them if the only one fighting bounties in the game is the player?
Title: Re: Raids make little sense
Post by: cerebus23 on August 13, 2019, 08:23:46 AM
maybe the fact we see hegemony as "evil" is a fault of the game, your dropped in the middle of things, they fought two near fatal wars against AI, and you show up and start plugging AIs into everything like every faction but the greedy corporation has AI cores illegal, because $$$$. And your oblivious, for the most part.

All the universe is down on AI. and so is elon musk and stephen hawking and etc :P.

the luddites the ones i think are evil they say all tech is bad while using a crap ton of tech to harass your colonies underhanded annoying like. they do not draw the line at just AI. and they seem to squat some decent worlds while claiming a god given right, i am currently genociding the luddites :P.

and the pirates are just broken. pirates are about plunder and survival. Not suicide on your 1000 def station wave after wave after wave and 1000s of pirates dead. that is just dumb, they should act more like the luddites sitting in deep space shipping lanes harassing convy fleets and only RARELY attacking opportune outposts with low defenses or high instability. So they have a faction that already has the general behavior a few tweaks and the pirates could be decent.

The current game they just come in endless waves and its annoying and very unpiratelike.

 
Title: Re: Raids make little sense
Post by: Agile on August 13, 2019, 09:21:35 AM
Yeah you need free port later but what I mean is even WITHOUT free port and AI cores im attacked, so really, there is no reason NOT to use free port and AI cores.

They give you more income, which lets you get better ships, which lets you fight off pirate bases and *** off death fleets from enemy factions that will attack you ANYWAY.

I know this isn't an empire building game, but it is a game with a decent plot, good mechanics, and interesting battles. However, colonies in the way they function have poor mechanics, break the established lore, and don't provide interesting battles.

TL;DR good idea, REALLY bad execution currently.
Title: Re: Raids make little sense
Post by: Megas on August 13, 2019, 10:30:18 AM
Even pirate raids break lore.  How could the major factions survive for 200+ years if the pirates have been overpowering and fleecing the core worlds as often as the player can see them if he does not intervene.  I find AI wars and the like hard to believe when pirates are robbing and killing everyone in the core worlds with no one to stop them.  (Worlds will decivilize if player does not intervene for a long time.)
Title: Re: Raids make little sense
Post by: Igncom1 on August 13, 2019, 10:37:20 AM
Well there have been major pirate invasions before in the lore, just never and nothing like what happens in game.

If anything how the pirates behave and how the luddic path behave should be switched. Lots of luddic 'crusades' against the faithless where as the pirates sit back and passively raid from their far flung fortresses/fiefdoms.

That would at least make more sense, you get the occasional pirate raids on low stability worlds, but as for actual attacks mighty LUDD comes a-knocking!
Title: Re: Raids make little sense
Post by: Plantissue on August 13, 2019, 12:29:57 PM
Everything about pirates barely make any sense. In reality pirates were never a threat to any civilisation. They only ever prospered at the wake of a gigantic trade boom, or were supported by powerful states or economies, or had a technological advantage or a combination of these. If they ever got threatening enough to a country without being supported by another country, said country eventually went and wiped them out. In starsector pirates do not have any of those conditions. That they can mount attacks beyond any other major faction is bizarre. It is as if they are the major faction and all other factions are just pretenders. They cannot possibly support themselves in food and fuel and whatever they can get from raids cannot surely recover their losses. Pirate raids currently feel like a placeholder for suicidal mysterious alien attacks from beyond the sector.
Title: Re: Raids make little sense
Post by: Andele on August 13, 2019, 05:54:59 PM
Well there have been major pirate invasions before in the lore, just never and nothing like what happens in game.

If anything how the pirates behave and how the luddic path behave should be switched. Lots of luddic 'crusades' against the faithless where as the pirates sit back and passively raid from their far flung fortresses/fiefdoms.

That would at least make more sense, you get the occasional pirate raids on low stability worlds, but as for actual attacks mighty LUDD comes a-knocking!

While making the luddic/fringe extremists that cant even do ramming strats properly actually threatening by giving them pirate behavior could work (tho IMO for realism it wouldnt, vast majority of idiot thieves that are only good at blowing themselves up dont have the guts nor balls to attack anyone that isnt drastically weaker than them IRL based on standard psych profile), maybe making pirate raids and attacks more tied in to reputation system and giving the player, colonies and characters/officers "notoriety" among pirates could work out better?
Hell it would be a amazing alternative to "end game colony building/system domination" if it also allowed the player to actually create a piracy colony, recruiting high profile pirates or trying to convert "skilled pilots" from other factions to work for you (as in actual pirate base with just food/entertainment req that gets attacked by patrols, negative or positive rep with pirates also influenced or influencing said notoriety among pirates, allowing you to recruit officers via that fame/infamy instead of credits but they take their share of salvage based on performance thus can leave if unhappy, more damaged mod options with the announced story points to permanent mods thing, etc).
Remember, pirates are everything from a random dude that decided to rob ships to massive armada worth of ships and troops that decided to defect.


Tho all of this might be just me talking nonsense/extreme personal bias since its not pirate raids but hegemony routinely yet randomly dropping the exterminatus button-headslams on one of my colonies despite being relatively ok with them that irks me.
Title: Re: Raids make little sense
Post by: Megas on August 13, 2019, 06:13:54 PM
Pirates in Starsector are (probably meant to be) unrepentant chaotic/stupid obviously evil cartoon villians, possibly hammy and chewing up the scenery.  Those who do evil because that is their job and they know it and enjoy it.  When foiled, they snarl and scream "You haven't seen the last of me!" and come back for another episode to twirl their moustache, gloat, and be a thorn in the hero's side with the next evil plan.  In any case, they do not want to be friends and mock any "power of friendship" gestures from idiot heroes or magical girl protagonists, or always break deals and bargains because they think the other side is a fool.

Remnants are probably supposed to be this menace that threatens the sector.  Currently, they are rich villagers meant to be robbed by a home invading player acting like a pirate.
Title: Re: Raids make little sense
Post by: xenoargh on August 13, 2019, 10:45:35 PM
This, OP, is why on the last round after release, I wrote up the lengthy stuff about Diplomacy and basically, what I'm hoping we'll see in the final structure of the endgame (http://fractalsoftworks.com/forum/index.php?topic=15582.0).  Right now, we're still looking at an Alpha product where the major systems aren't feature-complete, let alone with all things polished to a nice glow. 

Be patient; I've been waiting 7 years, lol.  This is a very good game and it's quite likely going to be phenomenal when the last parts slot into place.
Title: Re: Raids make little sense
Post by: tomtomtom on August 14, 2019, 12:33:56 AM
Personally i think these pirate raids make a lot of sense and here is why:

they are being paid/supplied to fight a proxy war on behalf of the core world factions


think about it, normally pirates are outfitted pretty *** but whenever they attack your colony they happen to have just enough to pose a credible threat to your colony, but not so much as to be a too dangerous threat to the core worlds(as a whole).

Further more the harassment fleets that core world sends are fairly insubstantial in comparison, why? Because they are not meant to kill you, that is what the pirates are for. After all, mass unprovoked genocide on a (probably) neutral colony would be bad for that factions PR and against their above table code of conduct, these fleets are supposed to be a token show of force to satisfy the public/shareholders/high command/business interests that have sway over the core factions military.

of course that is just a theory, be cool if there was an event that illustrates or alludes to this in-game. Could be a cool chance for some blackmail/causing political unrest if discovered with choices that either trade the pirates out for stronger overt faction fleets or causing them to stop all together, albeit with some sneaky shenanigans aimed at destroying/conquering your colony from within.



Title: Re: Raids make little sense
Post by: RawCode on August 14, 2019, 01:18:57 AM
there is no logic

if player can build colony with money from two survey missions, why there are any empty spots after 100++ years?

cost of production of single pirate deathball can cover 10++ colonies...
if you lure typical deathball into remnant system, pirates will wipe remnants just fine, why system with remnants ever exist after 100++ years dunno...

probably there are not yet implemented features that will change everything...
Title: Re: Raids make little sense
Post by: cerebus23 on August 14, 2019, 06:02:41 AM
Yea pirate were used by nations a few pirates licensed to rob for england or whoever.

But you did not let them put their home pirate base in you english ports. either. Major factions allowing pirate hubs to just exist is broken also, even if allowing that pirates a tool of govts their hands off approach is daft and looks suspicious when almost every faction but yours had pirate bases inside their MAJOR systems and they do squat about it less you devastate the bases for them. few raids bit of destabilization the home systems start raiding the pirate base decivilizes. no more pirate base there for a LONG time by current mechanics.

So there is also systems where unrest causes attention. Pirates attention should be via that.

And faction wars need to be beefed up, to incite unrest and destablize a few systems when they goto war, pirate activity kicks in and then it makes some sense.

Luddites need a buff to cause unrest once you get defenses and pro build all the defense first sos not to have your stuff endlessly attacked the second you try to build it now. So luddites fail over and over and their cells tend to die out. they cant generate unrest currently to feed the pirates.

diplomacy will be nice when that is in game.

and the remenants should be the ones sending out the random i am gonna genocide your city because AI reasons. but that should be very random and not hey we going to attack you and attack and attack you even you you decivilized every established pirate base in game, they still seem to be able to send out waves of massive fleets, while spending millions on all the supplies i stole and somehow have a endless supply of ships money and people.  and no them being backed to that degree makes no sense, you might as well just fund an army if your going to go that far and stop fing around. I simply resorted to spawning fleets via the console to deal with the pirates so i could play other parts of the game like the story and etc.

Title: Re: Raids make little sense
Post by: TypeyMcTypeFace on November 05, 2019, 01:33:01 AM
I haven't played StarSector for very long but in my latest game I got my reputation with the pirates up to about -15 so they wouldn't attack me on site and I thought that would mean they would leave my colonies alone. Oh how I was wrong my colonies still got raided. And I know that if I find their base and destroy it that will only put me back in the bad books with the pirates that will mean they'll send bigger and bigger fleets until all my colonies are destroyed. I don't get how a bunch of pirates can have the leadership or industrial organisation to field massive fleets. It seems that with pirates the lower your reputation score you have with them the bigger the fleet they'll send which doesn't make sense.

In my opinion the problem is that the pirates (and the Luddic Path to some degree) are not factions in the way that the Hegemony is considered a faction and shouldn't be considered as such. I can see how the game has tried to distinguish the pirates in the faction screen but it needs tweaking because pirates shouldn't be all on the same team just because they're pirates they should be just as prone to attacking each other as attacking anyone else. Pirates are lawless and chaotic and in general allergic to mass organisation/leadership. Therefore I think that pirate fleets should be capped at a certain personal level and ship count. Also the "Pirate" faction shouldn't even be on the faction screen because how can they even be a faction?

I thought that StarSector was a sandbox game that allowed the player to construct which ever type of faction they wanted from peaceful to belligerent and anything in between I didn't know that I would be up against a horde of kamikaze pirates who seemingly have infinite resources at their disposal. If they mess with me I can't mess back because they'll mess harder and harder until I have nothing left. I feel like it's pointless to keep playing this game at this point.   
Title: Re: Raids make little sense
Post by: Megas on November 05, 2019, 04:51:20 AM
Quote
I don't get how a bunch of pirates can have the leadership or industrial organisation to field massive fleets. It seems that with pirates the lower your reputation score you have with them the bigger the fleet they'll send which doesn't make sense.
Pirates as implemented are zombies except they do not moan for brains.  They have infinite and overwhelming numbers, and they cannot be killed permanently.  Best to treat them as the undead or demon horde and not think much about it.

At least Pathers can be avoided, except thanks to Pather bug, they cannot sabotage your worlds as long as stability is 2 or more.  The worst they can do is -1 stability on your colonies.  Pather cells can practically be ignored.

Quote
If they mess with me I can't mess back because they'll mess harder and harder until I have nothing left. I feel like it's pointless to keep playing this game at this point.
Not only that they mess back, but unlike Pathers, they can mess back immediately after you kill them.  Pathers get disrupted for a year after you destroy a base targeting your world.  Pirates can put pirate activity right back at your colony after the base you just killed respawns immediately.

I have stopped playing because I do not want to play space cop nearly 24/7 to prevent colonies - mine or core worlds - from burning down because the pirates never stay down, and no one else can stop them.  (Instead, they join the pirates at attacking you!)
Title: Re: Raids make little sense
Post by: Lucky33 on November 05, 2019, 05:58:19 AM
Did you ever managed to observe pirates actually decivilize planets? I tried long runs but Core was completely fine. I even had to test if its possible to decivilize w/o glassing. Yes it was. However it needs to be more persistent than pirates actually are.
Title: Re: Raids make little sense
Post by: Megas on November 05, 2019, 08:02:16 AM
Did you ever managed to observe pirates actually decivilize planets? I tried long runs but Core was completely fine. I even had to test if its possible to decivilize w/o glassing. Yes it was. However it needs to be more persistent than pirates actually are.
Yes.  One game, I completely ignored pirates attacking core systems because my colonies were at the far right edge of the sector, and I wanted to explore.  After years of neglect and reports of pirates successfully raiding systems over and over again, Asharu decivilized.

Letting all of core burn to attempt to eliminate babysitting does not work, because pirates then cause activity in your systems, and cannot be removed.  (Kill a base to remove -3/-50% activity, it respawns a day later and puts -3/-50% activity back on your system.)
Title: Re: Raids make little sense
Post by: lethargie on November 05, 2019, 10:32:03 AM
meh, by the time 1-2 planet might decivilise you can see a colony become size 8, you have enough ship to wipe the entire sector and you would have explored every unsettled system in a normal size sector.

I'm not sure whats the point of keeping playing that game really. One thing for sure, you are firmly into the "endgame" that has not be implemented yet.

My opinion on raid and expedition:
Expedition are way too nice for what they represent. They are sent to destroy an upstart that managed to get a significant fraction of the sector wide market of a resource, they should hammer that thing into the ground like there was no tomorrow. The proper defense for early game expedition should to get some factions to formally recognize your sovereignty.

On pirate raid I aint got much to say that wasn't already covered. I find them to be properly sized to be a challenge to the player, but its hard to suspend disbelief around their existence
Title: Re: Raids make little sense
Post by: intrinsic_parity on November 05, 2019, 12:00:25 PM
I really like the idea of expeditions being a way to get factions to recognize you as more than an upstart. IMO expeditions should be very rare (maybe 1 every 5-10 years or more) and they should not scale at all, they should start at max strength. Once you defeat one, expeditions stop and that faction recognizes you as a sovereign nation. That would make them more like boss battles rather than an eternal grind. Pirate raids do fine to fill in the more common less dangerous colony threats. Maybe there could even be a unique super-capital ship for each faction that only shows up in expeditions and is very rare (or impossible) to recover. The game needs more big, one-time, non-symmetric challenges (like the red planet).
Title: Re: Raids make little sense
Post by: TrashMan on November 06, 2019, 02:09:02 AM
I agree with most of this. The entire colony system is completely ridiculous the way it currently is IMO. The only thing I'm a bit iffy on, is the rebellion, seems a little over the top, but something similar would be a good idea none the less.

It's not over the top at all.
Play with fire, get burned. AI is effectively an alien mentality in command of vast resources. There have already been 2 wars over the AI.
Title: Re: Raids make little sense
Post by: TrashMan on November 06, 2019, 02:15:08 AM
Hegemony feels the most heroic (or least evil) out of all of the factions.  If anything, they feel like the stuck-up Lawful Stupid paladin stereotype.  More control freak than anything.

To me it feels more like the Imperium from 40K. Controlling (to a point..they only have 1-2 rules and don't care what you do outside of those) and seemingly overly aggressive, but it does so because it HAS to do so, seeing it as the only way to preserve humanity. And you can't really blame them given the state of the sector an other actors - actual dictators (Sindaria), greedy corporates (Tri-Tach), insane fanatics (Path) and regressive religious fundamentalists (Church)
Title: Re: Raids make little sense
Post by: TrashMan on November 06, 2019, 02:34:10 AM
Personally i think these pirate raids make a lot of sense and here is why:

they are being paid/supplied to fight a proxy war on behalf of the core world factions

That's what other factions/nations are for. Think Vietnam and such.
Pirates are too poorly equipped and too unreliable to be used as major military assets. Historically, they have been used to harass/attack shipping, not invade enemy strongholds. Even then it caused more problems than it solved, since the second you stopped paying them, they would turn on YOUR shipping.
There's a reason the only piracy today is in 3rd world s***holes and it takes the form of "pay me or I'll damage this expensive ship (which is by far the most valuable thing)". Have you looked at somali pirates? They come in tiny fishing boats armed with a few machinguns and a RPG or two. They prey on undefended, slow ships. They rarely take any cargo - because the parent company will pay to get the ship and it back. And because they'd have to haul it and sell it. Not an easy task. Even less so in space, where every gram counts.
Generally speaking, PIRATES DO NOT KILL OR DESTROY, they ROB. They WANT you to drop some cargo or give some $$$. If they take it all or kill everyone, why would anyone stop and surrender? Real pirates do not want a fight.
Title: Re: Raids make little sense
Post by: Scorpixel on November 06, 2019, 04:04:04 AM
Now that you are saying that, it is true that the part of "surrender your goods or die" is currently lacking, as it's actually "die and surrender your goods once they're half-pulverised in space".

However the player is still most likely to always take the fight, even then that would be a nice way to deal with convoy raiding, i mean when you hear a cargo ship is full of volatiles your first reaction shouldn't be
"Let's blow it up and hope there is some left after that"
but rather
"Let's hijack it, either the faction wont want to put-up with a shortage and pay or we'll resell it elsewhere to either their enemy or the black market, however they'll probably dislike that even more"

As for the redacted, they're certainly the best suited as a menace for when colonies are established outside of the core worlds, that could be good enough of a reason(coupled with core rivals waiting for opportunities) as to why the main factions do not want to invest large amount of ressources into promising territory so easily.

Lastly, that's good citizen, the Emperor Hegemony is proud of you.
Title: Re: Raids make little sense
Post by: Megas on November 06, 2019, 04:55:26 AM
Now that you are saying that, it is true that the part of "surrender your goods or die" is currently lacking, as it's actually "die and surrender your goods once they're half-pulverised in space".
Pather fleets often demand tribute, and they act more like pirates than pirates.  Starsector Pirates are the generic Chaotic Evil race.
Title: Re: Raids make little sense
Post by: FAX on November 06, 2019, 06:33:02 AM
Now that you are saying that, it is true that the part of "surrender your goods or die" is currently lacking, as it's actually "die and surrender your goods once they're half-pulverised in space".
Pather fleets often demand tribute, and they act more like pirates than pirates.  Starsector Pirates are the generic Chaotic Evil race.
This sums up my thought, I think. Lud-pathers work as tax collectors, and Pirate should be different from them. A CONTRADICTION!
Title: Re: Raids make little sense
Post by: TrashMan on November 07, 2019, 02:48:09 AM
Now that you are saying that, it is true that the part of "surrender your goods or die" is currently lacking, as it's actually "die and surrender your goods once they're half-pulverised in space".

However the player is still most likely to always take the fight, even then that would be a nice way to deal with convoy raiding, i mean when you hear a cargo ship is full of volatiles your first reaction shouldn't be
"Let's blow it up and hope there is some left after that"
but rather
"Let's hijack it, either the faction wont want to put-up with a shortage and pay or we'll resell it elsewhere to either their enemy or the black market, however they'll probably dislike that even more"

As for the redacted, they're certainly the best suited as a menace for when colonies are established outside of the core worlds, that could be good enough of a reason(coupled with core rivals waiting for opportunities) as to why the main factions do not want to invest large amount of ressources into promising territory so easily.

Lastly, that's good citizen, the Emperor Hegemony is proud of you.

Kinda like the Ludds will let you go if you pay?
Yes, that should be a thing. There should be several ways to deal with pirates - fight, give some cargo, pay credits, try to run.
It will help new players that get jumped/ambushed. Plus it makes sense.

And  speaking of "stealing a ship to ransom it later" - why not add that as a mission type? Retrieve a stolen ship.
But it's questionable how that would work without boarding.
Title: Re: Raids make little sense
Post by: Cyber Von Cyberus on November 07, 2019, 04:16:08 AM
Now that you are saying that, it is true that the part of "surrender your goods or die" is currently lacking, as it's actually "die and surrender your goods once they're half-pulverised in space".

However the player is still most likely to always take the fight, even then that would be a nice way to deal with convoy raiding, i mean when you hear a cargo ship is full of volatiles your first reaction shouldn't be
"Let's blow it up and hope there is some left after that"
but rather
"Let's hijack it, either the faction wont want to put-up with a shortage and pay or we'll resell it elsewhere to either their enemy or the black market, however they'll probably dislike that even more"

As for the redacted, they're certainly the best suited as a menace for when colonies are established outside of the core worlds, that could be good enough of a reason(coupled with core rivals waiting for opportunities) as to why the main factions do not want to invest large amount of ressources into promising territory so easily.

Lastly, that's good citizen, the Emperor Hegemony is proud of you.

Kinda like the Ludds will let you go if you pay?
Yes, that should be a thing. There should be several ways to deal with pirates - fight, give some cargo, pay credits, try to run.
It will help new players that get jumped/ambushed. Plus it makes sense.

And  speaking of "stealing a ship to ransom it later" - why not add that as a mission type? Retrieve a stolen ship.
But it's questionable how that would work without boarding.
Maybe have the ransomed ship mothballed and guaranteed to be recoverable or have it as a pristine derelict with the pirate fleet placed right on top of it in such a way that it is not recoverable without fighting. Oh and of course if you don't deliver the ship once you recover it the faction will send a bounty hunter to kick your arse.
Title: Re: Raids make little sense
Post by: bobucles on November 07, 2019, 04:21:45 AM
Quote
Maybe have the ransomed ship mothballed and guaranteed to be recoverable or have it as a pristine derelict with the pirate fleet placed right on top of it in such a way that it is not recoverable without fighting. Oh and of course if you don't deliver the ship once you recover it the faction will send a bounty hunter to kick your arse.
How are mothballed ships handled on the battle layer? They obviously can't enter battle but they probably aren't allowed to retreat either. You'd basically be able to loot the ship after battle for free, unless it self destructs of course.
Title: Re: Raids make little sense
Post by: Lucky33 on November 07, 2019, 04:33:58 AM
Now that you are saying that, it is true that the part of "surrender your goods or die" is currently lacking, as it's actually "die and surrender your goods once they're half-pulverised in space".

You are not taking into account the fact that one of the best goods are harvested organs and its highly unlikely that crew will voluntarily surrender them.
Title: Re: Raids make little sense
Post by: Scorpixel on November 07, 2019, 07:57:14 AM
You are not taking into account the fact that one of the best goods are harvested organs and its highly unlikely that crew will voluntarily surrender them.

All you need is a bit of persuasion, a hammer and a cutter, anyways it's not like i didn't contemplate the cost of a crewman compared to that of a "processed" crewman, when do we get "that" kind of industry?
Title: Re: Raids make little sense
Post by: Lucky33 on November 07, 2019, 09:12:49 AM
You are not taking into account the fact that one of the best goods are harvested organs and its highly unlikely that crew will voluntarily surrender them.

All you need is a bit of persuasion, a hammer and a cutter, anyways it's not like i didn't contemplate the cost of a crewman compared to that of a "processed" crewman, when do we get "that" kind of industry?

Ehem... We already have "Sunless Skies"...
Title: Re: Raids make little sense
Post by: TrashMan on November 08, 2019, 02:46:31 AM
I still say we should get back boarding...trough the use of boarding torpedoes/shuttles (a weapon? Special ability or a ship? As a special fighter wing?). You'll have to overload the ship or somehow tie up the point defense, or else the boarding craft would be ripped to shreads.

You have to have marines in your fleet and 10-20 are deployed per shuttle/pod. A battle ensues with a dynamic of power bar above the ship. The ship in question would always be heavily damaged if captured, from heavy internal sabotage and the level would vary. Add a new D-mod(s) (damaged internals 1-5).
Title: Re: Raids make little sense
Post by: Plantissue on November 08, 2019, 10:00:55 AM
No thank you. There is no need for the complication and contradictions in boarding mechanics.
Title: Re: Raids make little sense
Post by: Megas on November 08, 2019, 10:20:13 AM
Ship recovery since 0.8a is only superficially different than 0.5.x/Starfarer era boarding.  The only difference is no marines required, but you get (D) mods and very little money if sold.  Fluff text may be different, but the end result is nearly the same.

Boarding like in 0.6.x or 0.7.x Starsector?  No way!  Keep that slot machine away.  Only one enemy ship, and only 37.5% or so chance of success for the best but riskiest option (Hard Dock).  If RNG does not like you that day, player can spend over an hour save-scumming a fight until he captures that rare ship (like Hyperion or Tempest).  Also need hundreds of marines for bigger ships.
Title: Re: Raids make little sense
Post by: Igncom1 on November 08, 2019, 11:00:47 AM
I remember old boarding blowing up my own ships on an RNG chance  :-[

But frankly boarding doesn't make sense for the vaguely ww2 style setting of the ships and weapons. If the game had classical inspired space triremes, medieval galleys, or colonial line ships then it might have some parallels. Otherwise it basically isn't worth it to do in actual combat. You'd get shot and killed while waiting for your own borders to slowly make their way through the bulkheads.
Title: Re: Raids make little sense
Post by: SCC on November 08, 2019, 12:59:02 PM
I think he meant in combat boarding, not after combat, which is a topic that periodically returns. The biggest issue with it, I feel, is that it's not that much different from EMP damage.
Title: Re: Raids make little sense
Post by: Plantissue on November 08, 2019, 01:07:49 PM
The main problem is of complicated battle mechanics that gives a capture of a ship. That is problematic in itself. Sometimes simplicity is best. I have no problem with a thematically boarding weapon as flavour.
Title: Re: Raids make little sense
Post by: FAX on November 08, 2019, 04:37:59 PM
I still say we should get back boarding...trough the use of boarding torpedoes/shuttles (a weapon? Special ability or a ship? As a special fighter wing?). You'll have to overload the ship or somehow tie up the point defense, or else the boarding craft would be ripped to shreads.
A interesting thought, really. It once come to my mind several months ago, but that may be a little amusing, ::) to tie a bunch of marines and sent out? It sounds crazy in this Sector.
Title: Re: Raids make little sense
Post by: TypeyMcTypeFace on November 08, 2019, 09:28:49 PM
Quote
Not only that they mess back, but unlike Pathers, they can mess back immediately after you kill them.  Pathers get disrupted for a year after you destroy a base targeting your world.  Pirates can put pirate activity right back at your colony after the base you just killed respawns immediately.

This is what I mean when I say that just because pirates have the same name (as in pirate faction) it shouldn't mean that they're all on the same side. If one of your systems is being raided the game should specify which pirate commander/captain is raiding you and where their base is and if you knock it out that shouldn't send every pirate in the sector after you.
Title: Re: Raids make little sense
Post by: Plantissue on November 09, 2019, 09:42:46 AM
That's not behaviour I recognise. When I destroy a pirate base, no pirate in the sector is sent after me at all. They just behave normally as they did beforehand.
Title: Re: Raids make little sense
Post by: Megas on November 09, 2019, 10:40:46 AM
This is what I mean when I say that just because pirates have the same name (as in pirate faction) it shouldn't mean that they're all on the same side. If one of your systems is being raided the game should specify which pirate commander/captain is raiding you and where their base is and if you knock it out that shouldn't send every pirate in the sector after you.
The demon pirate zombies are not all after you because you cleaned out the last infestation (pirate base), they are after you - and everybody else - because that is what they do, which is afflict and raid everybody now and then and (eventually) decivilize worlds if you do not fight them.
Title: Re: Raids make little sense
Post by: shoi on November 10, 2019, 05:28:10 PM

I might be rambling but why do PIRATES, of all things, create mega deathballs to attack colonies? Pirates, in my view, are mostly desperate people with no where to turn; much like in the tutorial, they are miners down on their luck, mercs with outstanding debts that turn to banditry to resolve it, or done by opportunistic criminals who think they can get away with it. These type of people do not tend to field large fleets or have the resources for such fleets, nor do they have the industry to sustain it. ...*snip*

If some random nobody can put together the resources to create a burgeoning, thriving colony when lorewise the entire sector is slowly decaying, then pirates (which all aren't as you describe them btw, they can range to desperate individuals to large organized criminal organizations - this is even stated in fluff text) can pull random fleets out of their ass seems fair to me

The entire colony system makes no sense "lorewise"
Title: Re: Raids make little sense
Post by: TrashMan on November 11, 2019, 12:55:58 AM
No thank you. There is no need for the complication and contradictions in boarding mechanics.

what contradictions?
Title: Re: Raids make little sense
Post by: Plantissue on November 12, 2019, 03:56:26 AM
Main contradiction is marines. You don't deploy marines beforehand, they are just magicked up when appropriate on your own ships with the weapon/special ability/ship, disregarding the numbers of marines that can be on a ship beforehand. It also would ignore the effect of marines on the other side. The secondary contradaction is the amazingly highly effective weapon that are shuttles that only need to contact a ship and disable it, which is the same as a weapon that on contact can overcome all armour and HP of a ship to destroy it. Why do HE and fragmentation weapons exist when you got these highly effective boarding shuttles? The third contradiction is that the ship being boarded would nearly always be assumed to be fully operational till it is "captured", due to the complication of fully fleshing out an explanation of otherwise. The fourth contradiction is that the ship is always recoverable. The intent of the boarding mechanics that is always posted up to to make certain to recover a rare ship, but there is nothing to suggest that such a ship would always be recoverable. The last few defenders of the ship cannot just render the ship unrecoverable?

These are not gameplay problems but "explanation" problems which is why I call them contradictions with the boarding mechanics.
Title: Re: Raids make little sense
Post by: Lucky33 on November 12, 2019, 07:11:18 AM
Historically speaking, reasons for succesfull boarding were:

1. No effective long range weaponry. You can ram things in Starsector so its the same thing.

2. Boarded crew lacking the will or capability to fight. CR system is kinda close to that.

3. Victory in the artillery duel with most of the boarded ship's crew lost and guns disabled. Most straightforward and selfexplanatory.

4. Prevailing numbers of boarders. Sometimes naval battle (due to 1.) turned into land-like bastion storming. You can clearly recreate that in Starsector if you want to.

And to answer this:

Quote
The fourth contradiction is that the ship is always recoverable

I think its obvious. To succeed in the boarding action is to take control of everything that can destroy the ship from the inside (reactors, ammunition holds, fuel reserves, etc). Ship is always recoverable if your forces prevail in boarding. If not... well... You are not getting the ship.
Title: Re: Raids make little sense
Post by: Plantissue on November 12, 2019, 09:10:41 AM
If boarding was a thing, you would expect ships to be able to render themselves unrecoverable. Even in WW2, crews of tanks and ships would often destroy their vehicles with explosives in case of capture. If capturing ships was an actual tactic, you would expect your ships to have countermeasures against being captured, rather than being passive. Too often boarding mechanics are from the perspective of an active attacker against a passive defender, which is understandable because only the player can recover ships.

Anyways, historically speaking, boarding rarely happened against large ship of the line, as they were simply too large to be boarded. Boarding was not a military tactic in major battles and only really happened during the age of sail against ships which were small or slow enough to be boarded.
Title: Re: Raids make little sense
Post by: Megas on November 12, 2019, 10:00:52 AM
If boarding was a thing, you would expect ships to be able to render themselves unrecoverable. Even in WW2, crews of tanks and ships would often destroy their vehicles with explosives in case of capture. If capturing ships was an actual tactic, you would expect your ships to have countermeasures against being captured, rather than being passive. Too often boarding mechanics are from the perspective of an active attacker against a passive defender, which is understandable because only the player can recover ships.

Anyways, historically speaking, boarding rarely happened against large ship of the line, as they were simply too large to be boarded. Boarding was not a military tactic in major battles and only really happened during the age of sail against ships which were small or slow enough to be boarded.
This is what we had for boarding from 0.6a to 0.7.2a, and it was horrible (to the point that one or two posters got banned for... highly emotional posts).  Only 37.5% chance of success for hard docking military ships.  For remote assault, it was less than 10% and required twice as many marines - not viable.  For hard dock, some of the failures simply made the ship inoperable, and the other failures the ship exploded and damaged or destroyed boarding ships.

For me, it meant save-scumming a fight for up to an hour before I (hard dock and) capture a ship that shops refuse to sell because it was too rare (or I have no commission during 0.7.x releases).  In the last releases with that sort of boarding, Alex adding some anti-scum, and all that did was make me save about two or more weeks before the fight (against a named deserter bounty) instead of right next to the enemy, increasing the tedium of getting a rare ship.  It was still faster passing two in-game weeks to scum of a fight instead of gambling away millions of credits month after month buying out Tri-Tachyon's military market (to spawn more new ships) like in Diablo.
Title: Re: Raids make little sense
Post by: DatonKallandor on November 12, 2019, 10:25:51 AM
To be fair, nobody but you is doing that and it's not sensible to design for it. And at the point where you can afford to buy out markets just to spawn more ships in the hopes of getting a specific one, you are so far past the end game you might as well console the ship you want in and get it over with.
Title: Re: Raids make little sense
Post by: Megas on November 12, 2019, 10:57:23 AM
Quote
To be fair, nobody but you is doing that and it's not sensible to design for it.
Are you sure?  I guess I could be an anomaly that I try not to cheat (although I gleefully abuse exploits).  Most munchkins would probably outright cheat (like third-party maphacks or duping in Diablo).  It is not a sensible design, which puzzles me why add anti-scum technique if all it did was extend the grinding time required (and still be the fastest legit way) to get a rare ship?  Not that it matters since that nonsense is history.

Back then, if I want a rare ship, scumming the rare fleets that had the rare ship was the only reliable way, if not using mods.  What is the point of some ships if you cannot even play them due to being too rare?

As for too much money, 0.6.5a had those infamous food runs for power-leveling and income.  What would I need that high income for, after I have about twenty Atlases?  Probably nothing, except gamble it away for rare ships.  I wanted Hyperions and Tempest, but they were very rarely sold.

Console is playing with mods.  I should not need a mod to play with content offered by the base game.  I am glad that era of boarding was scrapped for ship recovery.
Title: Re: Raids make little sense
Post by: Lucky33 on November 12, 2019, 01:15:48 PM
If boarding was a thing, you would expect ships to be able to render themselves unrecoverable. Even in WW2, crews of tanks and ships would often destroy their vehicles with explosives in case of capture. If capturing ships was an actual tactic, you would expect your ships to have countermeasures against being captured, rather than being passive. Too often boarding mechanics are from the perspective of an active attacker against a passive defender, which is understandable because only the player can recover ships.

Anyways, historically speaking, boarding rarely happened against large ship of the line, as they were simply too large to be boarded. Boarding was not a military tactic in major battles and only really happened during the age of sail against ships which were small or slow enough to be boarded.

As I said it is the goal of the attacker to make impossible for the defender to destroy the ship. You are talking about failed boarding attempt. And I dont think that anybody expecting that such a ship will be granted as salvagable.

Sure. Boarding in the sail age wasnt widespread. The whole idea of the line of battle was against it. However the main reason behind limited boarding action was the fact that most of the ships which lost the gun fight just surrendered. But. If the fight degraded into melee and conditions were favourable than Nelson with its third rate ship boarded and captured spanish third rate and, from its deck, the first rate.

Honestly, boarding and/or surrender of the low CR transports being the only ships left after major fleet action, is make much more sense than their mersiless destruction in all those pursuit battles. And I dont think we need any intricate mechanics to implement that. We already have the crew counter. Multiply it by CR with some additional coefficients and if the result is low enough make the ship "boardable" or "surrendered". Just this simple.