Fractal Softworks Forum

Starsector => Suggestions => Topic started by: devurandom on February 25, 2021, 03:56:19 PM

Title: Intersystem Military Patrols - Both Player and NPC
Post by: devurandom on February 25, 2021, 03:56:19 PM
Currently, the NPC factions often have difficulty defending their non-military worlds. Frequently, the only obstacle to raiding a planet is the local station. Similarly, players are well advised to have a military base on each planet. There is some overlap in patrols, but it is strictly infrasystem and is often not consistent. Planets can receive resources from other same-faction planets, but defense is highly localized.

To resolve this, I propose a dedicated interplanetary and intersystem patrol system similar to the existing trade fleet system. Each faction would evaluate the defensive posture of their planets and allocate fleets from their bases accordingly, with each level of base having more fleets and greater range. For instance, Coatl might deploy rotations fleets to ensure Chicomoztoc always has a defense force in orbit. Similarly, Jangala might deploy fleets to patrol the Galatia system.

This concept could be further expanded to integrate with the trade fleet system. If all markets have sufficient protection, a faction could send fleets to patrol key trade routes for pirates. e.g. A player waiting to ambush a trade fleet might be found by a Hegemony patrol and asked why they are hiding along the planned route of a large trade fleet.
Title: Re: Intersystem Military Patrols - Both Player and NPC
Post by: sector_terror on February 25, 2021, 08:57:14 PM
100% support on this. I see no reason at all that a hotfix after the main update is released to add in small military fleets to randomly dig between any route the AI considers sending a trade route. Why not even make it a response to trade going missing, or pre-emptive if a world is particularly lacking in resources.
Title: Re: Intersystem Military Patrols - Both Player and NPC
Post by: Helldiver on February 28, 2021, 02:55:04 PM
If all markets have sufficient protection, a faction could send fleets to patrol key trade routes for pirates. e.g. A player waiting to ambush a trade fleet might be found by a Hegemony patrol and asked why they are hiding along the planned route of a large trade fleet.

I'm all for this. It never made sense either in gameplay or lore that factions never actually guard their merchant routes. Indies and pirates relying on armed freighters and their own escorts is fine but larger factions should actually make use of their fleets to patrol shipping lanes.
Title: Re: Intersystem Military Patrols - Both Player and NPC
Post by: Mach56 on February 28, 2021, 07:27:56 PM
This idea seems interesting. It would definitely reduce the importance of stacking a ton of colonies in one system.
Title: Re: Intersystem Military Patrols - Both Player and NPC
Post by: Nerdskarlate on March 13, 2021, 09:54:44 AM
That idea is good and dope, i liked that, if Alex doesn't implement he could give the modders means to do it!!
Title: Re: Intersystem Military Patrols - Both Player and NPC
Post by: Thaago on March 13, 2021, 10:02:45 AM
I'd be very interested in this - military patrols away from their home systems are much easier targets for stealing ships from without getting identified!
Title: Re: Intersystem Military Patrols - Both Player and NPC
Post by: MesoTroniK on March 13, 2021, 12:06:57 PM
That idea is good and dope, i liked that, if Alex doesn't implement he could give the modders means to do it!!
Modders can do it right now, in a way Tiandong Heavy Industries does a somewhat related variant of this idea already with their mercenary escort fleets.
Title: Re: Intersystem Military Patrols - Both Player and NPC
Post by: Mach56 on March 15, 2021, 12:54:50 AM
I've been thinking about this for possibly far too long, so here's an idea about how this could work, without making it too micro-management heavy.
One system empires will still be the best possible option, even under this new system, but it should make multi-system empires a bit easier to handle. Possibly replacing "colony" with "system" would work as well, though it would require communicating which colonies are in which system when you're assigning fleets.