Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: Madskills on May 21, 2021, 07:55:46 AM

Title: Why do most mods have to make the game easier?
Post by: Madskills on May 21, 2021, 07:55:46 AM
Mods for most games are designed by and for diehard fans who have finished the vanilla and want more content. Naturally, since the target audience has probably already finished the vanilla, they're probably good enough at it, so that they'd expect modded content to introduce extra challenge. I can't help but wonder why it's not the case with starsector specifically: most mods add factions that bring more toys (ships/weapons) that make the player stronger, but they don't add any actual challenge to compensate for this.

Most faction mods introduce very passive/neutral factions that just provide more stuff for the player to buy.

Even mods that technically buff hostile factions (luddics/pirates) either buff them very little, or if they add any advanced pirate tech, the player always gets all the same and plus some more.

I can't help but feel that practically every mod that I have, gives me more tactical options and if it adds any challenges, they're always optional. The main challenges that I'm facing are almost all the same as vanilla: money, pirates, luddics, I just get more tools to deal with them from mods. Why don't mods routinely give more and better officers to the hostiles? Why don't they send hired assassins after me to reclaim the [redacted] bit of tech that I stole? Why don't they routinely make my life harder by raiding my colonies all the time?
Title: Re: Why do most mods have to make the game easier?
Post by: belone on May 21, 2021, 08:03:55 AM
Make your own mod then?
Title: Re: Why do most mods have to make the game easier?
Post by: StrikeEcho on May 21, 2021, 08:16:10 AM
Would you mind giving more specific examples?
Title: Re: Why do most mods have to make the game easier?
Post by: Madskills on May 21, 2021, 09:22:10 AM
Would you mind giving more specific examples?
sure, here's a bunch of random mods that I have:

Roider Union: neutral faction, lots of strong ships and weapons, no threats
XhanEmpire: neutral faction, lots of very good weapons, some strong ships, no threats
Shadowyards: one of very few mods that adds benefits to both players and pirates. However, pirates receive sub-par versions of ship hulls.
ScalarTech: friendly faction, lots weapons with power level above vanilla, no threats
High Tech Expansion: some mercenaries get the mod ships, but player benefits from them more because of how easy they are to get
Tahlan Shipworks: one of those very few mods that does provides additional challenges (domain era capitals, plague bearers). However, all of them are optional so it's possible to just play the game by using lots of really strong tech it also adds.
SEEKER: similar to Tahlan in this regard
Kadur: very strong neutral faction, no challenges
Diable Avionics: extremely strong faction that's mostly neutral to the player, no challenges

Note that mods like Tahlan and SEEKER at least give the player really strong tech only for exploration. In most other mods you can just go to the modded faction's station and buy anything you want.
Title: Re: Why do most mods have to make the game easier?
Post by: HungwellHamburger on May 21, 2021, 09:23:54 AM
most mods add factions that bring more toys (ships/weapons) that make the player stronger, but they don't add any actual challenge to compensate for this.

Ruthless sector + adjusted sector (uptune [REDACTED] spawns) + Vayras ship pack (uptune [REDACTED] monstrosity spawns) + Nexerelins Derelict Empire. Afterwards reflect on how you are spending your life. Doctrine evolution from Second Wave Options is great too.

Can we make this an "individual tweaks we make to make our lives difficult" thread?

As mentioned above, I tune up Vayras spawns, and I will never disregard a "too scary" warning again. I am wanting to experiment with the speeds and damages of the macross missile massacres that get sent out, to make them "manageably terrifying".  Next playthrough will involve a few Second Wave options that look like they add ammo magazines to ships in the form of CR usage for shots fired. Seems interesting, and made for the pure ISRU run that I am trying to make a tweak-suite for. Any more like the above?

EDIT: Dont know if I need to be specific in this case, but by spawns I mean hull chances found in World/Faction outside of the jar.
Title: Re: Why do most mods have to make the game easier?
Post by: Jonlissla on May 21, 2021, 01:00:34 PM
I can't help but feel that practically every mod that I have, gives me more tactical options and if it adds any challenges, they're always optional. The main challenges that I'm facing are almost all the same as vanilla: money, pirates, luddics, I just get more tools to deal with them from mods. Why don't mods routinely give more and better officers to the hostiles? Why don't they send hired assassins after me to reclaim the [redacted] bit of tech that I stole? Why don't they routinely make my life harder by raiding my colonies all the time?

Like the user above mentioned, Ruthless Sector plus a few others will let you tweak difficulty to your desires. I am very interested however in knowing what kind of difficulty you're interested in. For me the charm is managing money, supplies and fuel while exploring the sector for ruins and bounties, and once I get a good colony going with solid income I sort of end the playthrough since stable income makes active trading rather boring, and for me, pointless.

Title: Re: Why do most mods have to make the game easier?
Post by: shoi on May 21, 2021, 03:08:22 PM
Mods for most games are designed by and for diehard fans who have finished the vanilla and want more content. Naturally, since the target audience has probably already finished the vanilla, they're probably good enough at it, so that they'd expect modded content to introduce extra challenge. I can't help but wonder why it's not the case with starsector specifically: most mods add factions that bring more toys (ships/weapons) that make the player stronger, but they don't add any actual challenge to compensate for this.

Most faction mods introduce very passive/neutral factions that just provide more stuff for the player to buy.

Even mods that technically buff hostile factions (luddics/pirates) either buff them very little, or if they add any advanced pirate tech, the player always gets all the same and plus some more.

I can't help but feel that practically every mod that I have, gives me more tactical options and if it adds any challenges, they're always optional. The main challenges that I'm facing are almost all the same as vanilla: money, pirates, luddics, I just get more tools to deal with them from mods. Why don't mods routinely give more and better officers to the hostiles? Why don't they send hired assassins after me to reclaim the [redacted] bit of tech that I stole? Why don't they routinely make my life harder by raiding my colonies all the time?

It seems like this is more of a discrepency with your own playstyle than anything. Most people aren't only going to be fighting pirates and the path  - arguaby the two weakest factions in the game - in a modded playthrough, but other factions as well.
Title: Re: Why do most mods have to make the game easier?
Post by: AcaMetis on May 21, 2021, 03:33:42 PM
Quote
The main challenges that I'm facing are almost all the same as vanilla: money, pirates, luddics, I just get more tools to deal with them from mods.
Start picking fights with those other factions, and your game will end up being a lot less easy as those same tools are used against you. One way to go about this would be to take a Commission from some faction (you can nerf commission payouts into the ground through your settings.json if you so wish, and I actually would recommend doing so if you're looking for a greater challenge) and deal with the random war declarations that comes with. Or, for maximum fun, install Nex and do a playthrough as a Pirate.
Title: Re: Why do most mods have to make the game easier?
Post by: SafariJohn on May 21, 2021, 05:14:11 PM
Part of it is how Starsector is designed - the player is expected to be able to get most stuff. Another part is nobody wants to do "big enemy" stuff when vanilla might invalidate it on the way to 1.0.
Title: Re: Why do most mods have to make the game easier?
Post by: Sutopia on May 21, 2021, 05:15:52 PM
I think it falls into several categories:
A. Outright easier game (for example, DIY planets)
B. Exploitable depending on circumstances (for example, Nexerelin)
C. Meant to provide challenges (for example, The Knights Templar) <- Please @Dark.Revenant can we have .95 update for this? I'm perfectly fine if Templars are completely not salvageable and serve solely as challenge.
D. Add content that doesn't break game balance (extremely rare, but Beyond The Sector, maybe??)

Most mods falls into the second bucket so when combined they can easily make the game balance break into oblivion.
Title: Re: Why do most mods have to make the game easier?
Post by: Sundog on May 21, 2021, 09:37:44 PM
Most people are motivated to create mods in order to do one of two fundamental things:
I think these are the reasons the vast majority of mods make their games easier. When mods make games more difficult, it's usually because that's their primary purpose. What I try to do is make mods that self-balance by adding features that make the game harder as well as features that make it easier. Unfortunately, this method is difficult and sometimes problematic, and it's impossible for any mod that alters content or features to be truly difficulty neutral.

Ultimately, adding mods to a game means you're choosing the game's difficulty yourself anyway, so the best way to counteract the power-creep they introduce is to increase the difficulty in other ways. You can use iron mode, alter settings, install difficulty mods, and (if you have the discipline for it) impose new limitations on yourself for a run (e.g. "no commodity raiding", or "only Tiandong ships may be used").
Title: Re: Why do most mods have to make the game easier?
Post by: Madskills on May 21, 2021, 09:45:31 PM
Challenges that I'm talking about are not just arbitrarily doubling spawn rate of Ordos or reducing profits from colonies. That's just boring.

I guess my question is: why do most mods have to be just faction mods? Why don't we get more mods that involve questlines with their own challenges that ask the player to search for something or to overcome a high threat battle in order to get something or that give you special goodies only if you manage to become allied with both luddics and the hegemony? I guess my biggest concern is that the content that looks and feels amazing (art-wise and gameplay wise) is given far too easily for the player where they can just buy it. It does not feel rewarding.

Look at the Zig[REDACTED] questline in vanilla: this is exactly what mods DONT have. It's a high value technology that is hard to acquire and that attracts its own hostile attention once you do get it. This feels like the type of stuff that makes vanilla more interesting than most mods.
Title: Re: Why do most mods have to make the game easier?
Post by: Madskills on May 21, 2021, 09:52:04 PM
You can use iron mode, alter settings, install difficulty mods, and (if you have the discipline for it) impose new limitations on yourself for a run (e.g. "no commodity raiding", or "only Tiandong ships may be used").
this is exactly what I ended up doing: self-imposing artificial challenges to balance the power creep. like playing only vanilla weapons or not using raiding, etc. but this feels quite arbitrary and artificial.


What I try to do is make mods that self-balance by adding features that make the game harder as well as features that make it easier. Unfortunately, this method is difficult and sometimes problematic, and it's impossible for any mod that alters content or features to be truly difficulty neutral.
It is indeed quite problematic (if not impossible) IF you're making a standart-type faction mod. There's practically no way how you can counteract the power creep of adding the player a whole new faction of tech, even if that faction is hostile. I think the way it should be addressed is simply make it NOT a faction mod. Make it a derelict. Make it only communicate to the player if they're friendly with the remnants. Make their tech only available as quest rewards. Make it only available for winning battles (so that you can't just buy it), etc.
Title: Re: Why do most mods have to make the game easier?
Post by: HungwellHamburger on May 21, 2021, 09:55:02 PM
I guess my biggest concern is that the content that looks and feels amazing (art-wise and gameplay wise) is given far too easily for the player where they can just buy it. It does not feel rewarding.
I see your point. I like Arkgneisis' approach to the problem by offering down-tuned models of their ships for open sale.

I feel like, especially in the case of the Hegemony, Factions should be jealous of their ships, and suspicious at least of some rando in possesion of one, and not likely to sell one of their last Legions or whatever on the open market. Black Markets could require a contact to be made to access it, but it would have the above consequences.
Title: Re: Why do most mods have to make the game easier?
Post by: Sundog on May 21, 2021, 10:10:41 PM
I guess my question is: why do most mods have to be just faction mods? Why don't we get more mods that involve questlines with their own challenges that ask the player to search for something or to overcome a high threat battle in order to get something or that give you special goodies only if you manage to become allied with both luddics and the hegemony? I guess my biggest concern is that the content that looks and feels amazing (art-wise and gameplay wise) is given far too easily for the player where they can just buy it. It does not feel rewarding.

Look at the Zig[REDACTED] questline in vanilla: this is exactly what mods DONT have. It's a high value technology that is hard to acquire and that attracts its own hostile attention once you do get it. This feels like the type of stuff that makes vanilla more interesting than most mods.
Ah, ok. Well that mostly has to do with the maturity of Starsector and its API. Prior to v0.95 it was very difficult to add quest-type content because the game hadn't really been built for it yet. It's still far from easy to create that kind of mod, but I know several people are working on it. For example, I'm pretty sure SEEKER will do exactly the type of thing you're hoping for once it's fully-realized. Most Starsector mods are factions because 1- that's what the modding framework supports best, 2- faction mods don't require any advanced scripting, and 3- who doesn't want more baddass spaceships?
Title: Re: Why do most mods have to make the game easier?
Post by: SCC on May 21, 2021, 11:49:01 PM
The more different options you have, the more fine-tuning you can perform. In vanilla, you can only choose between 450, 700 and 1000 range HE medium ballistics, meaning that you have to sacrifice something to be able to fire HE at a range of, say, 800, but many mods plug that hole, which decreases the trade-offs you have to do. Optimisation of loadouts is pretty important for combat performance.

I guess my question is: why do most mods have to be just faction mods? Why don't we get more mods that involve questlines with their own challenges that ask the player to search for something or to overcome a high threat battle in order to get something or that give you special goodies only if you manage to become allied with both luddics and the hegemony?
Did you know that Starsector didn't use to have any quests at all until 2018 and it didn't have any quests more advanced than simple fetch quests until 0.95 dropped two months ago? The reason why mods adding content add it in ways that are easy to access is because those ways are also easy for modders to implement. Quests used to be nearly impossible until 0.9 and are merely hard to make now.
Title: Re: Why do most mods have to make the game easier?
Post by: th3boodlebot on May 22, 2021, 04:28:52 AM
Mods for most games are designed by and for diehard fans who have finished the vanilla and want more content. Naturally, since the target audience has probably already finished the vanilla, they're probably good enough at it, so that they'd expect modded content to introduce extra challenge. I can't help but wonder why it's not the case with starsector specifically: most mods add factions that bring more toys (ships/weapons) that make the player stronger, but they don't add any actual challenge to compensate for this.

Most faction mods introduce very passive/neutral factions that just provide more stuff for the player to buy.

Even mods that technically buff hostile factions (luddics/pirates) either buff them very little, or if they add any advanced pirate tech, the player always gets all the same and plus some more.

I can't help but feel that practically every mod that I have, gives me more tactical options and if it adds any challenges, they're always optional. The main challenges that I'm facing are almost all the same as vanilla: money, pirates, luddics, I just get more tools to deal with them from mods. Why don't mods routinely give more and better officers to the hostiles? Why don't they send hired assassins after me to reclaim the [redacted] bit of tech that I stole? Why don't they routinely make my life harder by raiding my colonies all the time?


why dont you play nexereilin random sector custom scenario: derelict empire and choose pirates as your faction?

that should provide plenty of challenge

there is also a starfarer mode that ramps up the difficulty
Title: Re: Why do most mods have to make the game easier?
Post by: th3boodlebot on May 22, 2021, 04:34:39 AM
The more different options you have, the more fine-tuning you can perform. In vanilla, you can only choose between 450, 700 and 1000 range HE medium ballistics, meaning that you have to sacrifice something to be able to fire HE at a range of, say, 800, but many mods plug that hole, which decreases the trade-offs you have to do. Optimisation of loadouts is pretty important for combat performance.

I guess my question is: why do most mods have to be just faction mods? Why don't we get more mods that involve questlines with their own challenges that ask the player to search for something or to overcome a high threat battle in order to get something or that give you special goodies only if you manage to become allied with both luddics and the hegemony?
Did you know that Starsector didn't use to have any quests at all until 2018 and it didn't have any quests more advanced than simple fetch quests until 0.95 dropped two months ago? The reason why mods adding content add it in ways that are easy to access is because those ways are also easy for modders to implement. Quests used to be nearly impossible until 0.9 and are merely hard to make now.




yea and IIRC the only way back then was to just do a total conversion, which isnt really a QUEST mod as much as it is a world changing, grand narrative altering mod

i remember back in .5~ there was an excellent total conversion that had onlythree factions in one really large solar system, two of which didnt use shields at aal (and were no less effective in that world for it)
Title: Re: Why do most mods have to make the game easier?
Post by: lazloner on May 22, 2021, 05:26:22 AM
-snip-
I can't help but feel that practically every mod that I have, gives me more tactical options and if it adds any challenges, they're always optional. The main challenges that I'm facing are almost all the same as vanilla: money, pirates, luddics, I just get more tools to deal with them from mods. Why don't mods routinely give more and better officers to the hostiles? Why don't they send hired assassins after me to reclaim the [redacted] bit of tech that I stole? Why don't they routinely make my life harder by raiding my colonies all the time?

Just... don't use those mods then? Aside from that, if you're looking for super challenging gameplay I don't think this may be for you. I know I don't play SS for difficult gameplay.
Title: Re: Why do most mods have to make the game easier?
Post by: Sutopia on May 22, 2021, 03:29:50 PM
Mods for most games are designed by and for diehard fans who have finished the vanilla and want more content. Naturally, since the target audience has probably already finished the vanilla, they're probably good enough at it, so that they'd expect modded content to introduce extra challenge. I can't help but wonder why it's not the case with starsector specifically: most mods add factions that bring more toys (ships/weapons) that make the player stronger, but they don't add any actual challenge to compensate for this.

Most faction mods introduce very passive/neutral factions that just provide more stuff for the player to buy.

Even mods that technically buff hostile factions (luddics/pirates) either buff them very little, or if they add any advanced pirate tech, the player always gets all the same and plus some more.

I can't help but feel that practically every mod that I have, gives me more tactical options and if it adds any challenges, they're always optional. The main challenges that I'm facing are almost all the same as vanilla: money, pirates, luddics, I just get more tools to deal with them from mods. Why don't mods routinely give more and better officers to the hostiles? Why don't they send hired assassins after me to reclaim the [redacted] bit of tech that I stole? Why don't they routinely make my life harder by raiding my colonies all the time?


why dont you play nexereilin random sector custom scenario: derelict empire and choose pirates as your faction?

that should provide plenty of challenge

there is also a starfarer mode that ramps up the difficulty

hot take
That was exactly  the problem
Nexerelin random sector removes mod event chains
This specific mod gained too much popularity and since it removes event chains from mods there is no point in making any.
[close]
Title: Re: Why do most mods have to make the game easier?
Post by: SafariJohn on May 22, 2021, 05:51:55 PM
hot take on Nex random mode
That was exactly  the problem
Nexerelin random sector removes mod event chains
This specific mod gained too much popularity and since it removes event chains from mods there is no point in making any.
[close]


Spawning my custom stuff (like Rockpiper Perch station and the roider industries) in Nex random mode requires a lot of extra work on my end. And I believe I have still not squashed all the bugs.
Title: Re: Why do most mods have to make the game easier?
Post by: Jonlissla on May 22, 2021, 09:27:55 PM
i remember back in .5~ there was an excellent total conversion that had onlythree factions in one really large solar system, two of which didnt use shields at aal (and were no less effective in that world for it)

Oh boy, I remember that one! Completely forgot the name but it was a really refreshing mod that completely rebalanced the game around having no shields. Art was great too.

Just... don't use those mods then? Aside from that, if you're looking for super challenging gameplay I don't think this may be for you. I know I don't play SS for difficult gameplay.

I think it's less about being difficult and more about modded content being generally overtuned compared to vanilla.
Title: Re: Why do most mods have to make the game easier?
Post by: DownTheDrain on May 23, 2021, 06:08:18 AM
I can't help but feel that practically every mod that I have, gives me more tactical options and if it adds any challenges, they're always optional. The main challenges that I'm facing are almost all the same as vanilla: money, pirates, luddics, I just get more tools to deal with them from mods. Why don't mods routinely give more and better officers to the hostiles? Why don't they send hired assassins after me to reclaim the [redacted] bit of tech that I stole? Why don't they routinely make my life harder by raiding my colonies all the time?

I can't help but feel that everything you want in mods would annoy the absolute hell out of me.
Non-optional challenges that I'm not able to beat and blog my progression or having my colonies raided all the time doesn't sound like a great time to me.

There are mods to artificially raise the difficulty which have already been mentioned in the thread. You can also restrict yourself to certain (subpar) factions or limit the size or tech level of your fleet. If you roll up with a minmaxed fleet of the best faction designs and still only fight pirates and pathers that's not the mods' fault.

I do agree that more questline challenges would be nice, but as said before, those have only been made possible recently and are also easy to break when combined with other mods.
Title: Re: Why do most mods have to make the game easier?
Post by: Sutopia on May 23, 2021, 07:27:53 AM
Self imposed challenge is no scapegoat for terribly balanced mod, if not outright cheating.
We're talking about baseline difficulty when a player attempt to beat the game taking every advantage a player can possibly get.
Too many exploits would render the game itself cheap and poorly crafted.
Only few hardcore players would do those self imposed challenges just for the bragging rights and self fulfillment, but regular player would just find the game boring and stop playing.
How many of you beat dark souls with only beginner weapon when you talk about "self imposed challenge"?
Title: Re: Why do most mods have to make the game easier?
Post by: Amoebka on May 23, 2021, 07:51:13 AM
I feel it might be less about mod ships being overpowered, and more about the general ability to cherry pick the best stuff from everywhere. In vanilla, you have good and bad ships. In most good mods, you have ships that are as good as the best vanilla ones, and ships that are worse. In the end, you combine the best vanilla ships with the best mod ships for your own fleet. The more mods you have at once, the better selection you have, and the more optimized your fleet ends up being. Pile on enough mods, and you can field a fleet that only has top tier picks for every role in it, which is what makes it seem OP.
Title: Re: Why do most mods have to make the game easier?
Post by: DownTheDrain on May 23, 2021, 08:06:38 AM
Self imposed challenge is no scapegoat for terribly balanced mod, if not outright cheating.
We're talking about baseline difficulty when a player attempt to beat the game taking every advantage a player can possibly get.
Too many exploits would render the game itself cheap and poorly crafted.
Only few hardcore players would do those self imposed challenges just for the bragging rights and self fulfillment, but regular player would just find the game boring and stop playing.
How many of you beat dark souls with only beginner weapon when you talk about "self imposed challenge"?

Couldn't disagree more to be honest.

I always play according to some theme or self-imposed restrictions. It's way more fun to me than trying to exploit the hell out of mod mechanics that aren't balanced against each other and I'm far from a hardcore player. I'm thoroughly average at piloting and can't really be bothered to find the optimal loadout for every situation. Bragging rights don't come into it either, it's a singleplayer game after all. It just feels much more immersive to me to follow a theme or setting than to try to win as hard as humanly possible.

If you want to use exploits and poor balance or just cheat your way to victory then go for it. Whatever floats your boat.
If you think a ship, hullmod or weapon is too powerful then use a text editor and change the values. It's about as open source as it gets and you can tone down an entire faction in a matter of minutes.
Title: Re: Why do most mods have to make the game easier?
Post by: MesoTroniK on May 23, 2021, 05:49:20 PM
I just want to say to one point in this thread. It is incorrect that it only became possible to do questlines recently, they have been possible for years. What *is* correct is that it became easier recently, but only for some types of them!
Title: Re: Why do most mods have to make the game easier?
Post by: Dark.Revenant on May 23, 2021, 07:36:54 PM
Quests are neither easy nor especially practical to make with the new 0.95a update.  The update added tons of framework code and examples to base off of, but the hard labor required to write all that content is still there!  Nothing will ever made cold, hard content "easy" to make.

For instance, a quest I'm writing for SWP, one of my mods—which does exactly what you're asking for, by the way—is an enormous undertaking that has been eating up many of my evenings for well over a month.  It's already longer than the vanilla Project Ziggurat quest and will ultimately be longer than At The Gates, when all the planned content is finished.  David wasn't kidding about the vanilla word count; I literally have to write a novella's share of text to get it all done.  Not to mention the thousands of lines of code and scripting, hundreds of lines of rules.csv madness, etc.

Also, just for the record, I am responsible for 8 separate mods.  Only one of them is a traditional faction mod.  I like to make a variety of things; some modders are different and just like making lots of space ships and unique factions to use those space ships.  If you want a mod that adds content and challenge, I recommend Underworld.  If you dislike factions that allow you to purchase (most of) their ships—at least if you're commissioned—maybe don't install Interstellar Imperium.

It's a lot of work to create civilian alternatives for ships, and in the case of Interstellar Imperium, it would also cost me a considerable amount of money.  The reason that few factions make acquiring their technology difficult is because the vanilla game simply lacks easy frameworks for such things.  And even if, say, the Imperium had civilian alternatives, what stops you from just collecting derelicts, dipping into the black market, or—hell—just getting a commission and buying them and then getting rid of the commission?  There's certainly no framework in place for having patrols see that you're using some not-for-export technology without a license and taking it away from you.  You can even find random faction blueprints out in the middle of nowhere; RNG can give you access to those ships, so it wouldn't make sense to punish people for trying to build them.

Realistically, what purpose would that really serve?  I can see that being an interesting gimmick for, like, a faction, but not all of them.  Most factions' ships are meant to be balanced around vanilla's level, so it would just be very frustrating for a player to play around with a faction's goodies if there are so many consequences for using anything.  It works for, perhaps, a one-off super-ship like the Ziggurat, but not "Joe's Frigate #500".  I know for sure something like that would ruin the Interstellar Imperium—and most other traditional faction mods—for a lot of players.

The long and short of it is that, in vanilla, it's not hard to acquire any kind of ship you want.  If you want a Paragon, it doesn't take a whole lot of effort to get one, one way or another.  I know for a fact that very few modded ships exceed the Paragon's strength, but many of those inferior ships can easily wind up being harder to acquire than the Paragon due to sheer scarcity.  Mods are generally designed around the idea that "good" equipment can be acquired fairly easily.  The best "standard" guns from a typical faction will be designed around the idea that they're competing with Heavy Maulers and Hypervelocity Drivers, not Heavy Mortars and Thumpers, but will try to constructively compete rather than replace the Heavy Blaster with "Heavy Blaster but Better".

For these reasons, for a long time—yes, including now, with 0.95—the gold standard for faction balance is that any new equipment must either be:
1. Inferior to existing equipment, save perhaps a narrow specialization; (most Underworld equipment)
2. Generally on par with existing equipment, but occupying a different niche; (most Ship/Weapon Pack equipment)
3. Superior to existing equipment in a specific way, but otherwise inferior; (most Interstellar Imperium equipment)
or 4. Superior to existing equipment generally, but impractical to use, extraordinarily difficult to acquire, and/or exists in finite supply. (most Knights Templar equipment)

Just my thoughts.
Title: Re: Why do most mods have to make the game easier?
Post by: Madskills on May 25, 2021, 12:44:07 AM
@Dark.Revenant
I agree that the core problem that high-end equipment is too easy to buy is clearly stemming from vanilla doing this for years. So most mods don't address this problem at all or don't even consider it to be one, they just give you more stuff to acquire just as easily.

> Realistically, what purpose would that really serve?
The purpose is to make acquisition of high-end equipment feel like a greater achievement. For example, acquiring omega weapons feels great right now because it's certainly harder than just buying them. Acquiring a Ziggurat takes quite a bit more effort as well than just randomly finding it in the debris or stumbling upon it on the black market.

I understand that this has been status quo for years, this is just the way the game has always functioned. But now that there ARE omegas and ziggurats in the vanilla, one sort of expects similar level of progression depth from mods too, but mods often seem to follow the same old progression scheme of randomly stumbling upon everything.

> What stops you from just collecting derelicts, dipping into the black market, or—hell—just getting a commission and buying them and then getting rid of the commission
In my opinion, these should be valid ways of acquiring "good" tech. But acquiring "top-tier" tech should be way harder: bounty bosses, quest chains, maybe even building dedicated industries, etc.
Title: Re: Why do most mods have to make the game easier?
Post by: Dark.Revenant on May 25, 2021, 01:16:47 AM
The purpose is to make acquisition of high-end equipment feel like a greater achievement.
I don't think you're replying to the same idea that I was getting at.  The Ziggurat's downside is everyone knows who you are and wants your shiny toy.  Otherwise, it's not that hard to get.  I was questioning the wisdom of making more than perhaps a rare couple of things work similarly.

Anyway, my primary point is that most faction mods are historically balanced around their equipment being relatively easy to acquire.  Measures to make faction tech hard to acquire are difficult to implement in a satisfying manner, most "good" ways requiring significant new campaign content to be added, and furthermore faction tech would need to be re-balanced around the idea of being hard to get your hands on.  Choosing an II Dictator or a BRDY Antaeus over a vanilla Dominator is a matter of preference and focus, rather than one being objectively better than the others.  This really feels like you've got a solution in search of a problem.
Title: Re: Why do most mods have to make the game easier?
Post by: Rondson on May 25, 2021, 01:30:04 AM
Have you considered applying more Paragons?
Title: Re: Why do most mods have to make the game easier?
Post by: Madskills on May 25, 2021, 01:33:03 AM
> This really feels like you've got a solution in search of a problem.
This is really not the case. The end-user problem is quite simple: after finishing starsector for the first time, I went on the modding forums to get more content to extend my playtime for the next playthrough. But instead my next playthrough was even shorter because I got to the same point (being incredibly overpowered compared to the rest of the galaxy, reaching the end of the storyline) even faster. So instead of getting more playtime, I got less, because the game became more inflated sideways rather than becoming deeper. So I just get more ways to get to the same depth in the end.

If you think that my reasoning as to how to solve this problem is inadequate, you're free to come up with your own vision of how it should be solved, but the problem is definitely there.
Title: Re: Why do most mods have to make the game easier?
Post by: Snrasha on May 25, 2021, 01:34:04 AM
For my part about these thing:

Never balance your mod with the rarity of your weapon, ships... because there are many mods which add means to acquire these things.
ITU/DTC hullmod is a rare case displayed on vanilla. If mods do it, they are wrong because we have the proof with ITU/DTC hullmod (i do not need to explain).
But yeah, more mods, same if they add more weak versions of vanilla stuff, they are a bit different and can be often better.
And with the issue than some weapons from some mods are powerfull with ships from others mods ! Because modders often balance around theirstuff and vanilla only. But i diverge. Just more contents implies less difficulty.

I found the Knight Templar, the best example of what to do if you want a overcheated mod which add contents. You cannot get these blueprints, they hate you, these ships cost expensive to maintain (now we can compare with the automated skill), but you can often use their expensive weapon with some builds. And they are also fun to fight. What i love the most is than they auto-explode for keep people to steal their ships.

Also, i wish to point than for many developpers (what you can call "bad developper") so modders, without feedback of others, this is very hard to balance your mod, because your tests of your mod are biased.


For more contents, you need to install Nexerelin and mods which do not add only ships, weapon.
Title: Re: Why do most mods have to make the game easier?
Post by: Dark.Revenant on May 25, 2021, 01:39:51 AM
> This really feels like you've got a solution in search of a problem.
This is really not the case. The end-user problem is quite simple: after finishing starsector for the first time, I went on the modding forums to get more content to extend my playtime for the next playthrough. But instead my next playthrough was even shorter because I got to the same point (being incredibly overpowered compared to the rest of the galaxy, reaching the end of the storyline) even faster. So instead of getting more playtime, I got less, because the game became more inflated sideways rather than becoming deeper. So I just get more ways to get to the same depth in the end.

If you think that my reasoning as to how to solve this problem is inadequate, you're free to come up with your own vision of how it should be solved, but the problem is definitely there.

You installed mods that didn't promise anything of the sort.  Traditional faction mods offer more ships and weapons and planets, not a longer playtime.  People install them because they want variety, maybe a different flavor or playstyle, not because it's literally going to add story content.  It's not a problem if a project's goal doesn't align with your vision of what it should be; that's merely a difference of opinion.
Title: Re: Why do most mods have to make the game easier?
Post by: BreenBB on May 25, 2021, 02:01:37 AM
About mods, authors often overnerf their stuff, they rarely introduce Paragon level of power ships, adds many weaker weapons, and it makes game easier, since NPC load-out get more bloated, and for example remnant have chance instead of Heavy Blaster, or Phase Lance get some weak weapons like Degraded Particle Beam, or another unefficient weapon.

Another reason, often powerful ships introduced in the mods instead of being used by NPCs regularly are used as optional challenge, like boss battles in Seeker mods, HWB and IBB bounties and such, they don't attack in their own. Remants also optional challenge since they wont leave their systems, their raids in Nexerelin is rare, they only being threat in Ruthless Sector mod where they appear in hyperspace.
Title: Re: Why do most mods have to make the game easier?
Post by: Tartiflette on May 25, 2021, 02:07:00 AM
The end-user problem is quite simple: after finishing starsector for the first time, I went on the modding forums to get more content to extend my playtime for the next playthrough. But instead my next playthrough was even shorter because I got to the same point (being incredibly overpowered compared to the rest of the galaxy, reaching the end of the storyline) even faster. So instead of getting more playtime, I got less, because the game became more inflated sideways rather than becoming deeper. So I just get more ways to get to the same depth in the end.
Wouldn't that simply be caused by having more experience with the game and already knowing what to do?
Title: Re: Why do most mods have to make the game easier?
Post by: Madskills on May 25, 2021, 02:28:40 AM
You installed mods that didn't promise anything of the sort.  Traditional faction mods offer more ships and weapons and planets, not a longer playtime.  People install them because they want variety, maybe a different flavor or playstyle, not because it's literally going to add story content.  It's not a problem if a project's goal doesn't align with your vision of what it should be; that's merely a difference of opinion.
This is not my personal opinion by the way: we're playing starsector with a bunch of mates (parallel, independent playthroughs with different mod sets) and there's also a bunch of youtube let's players that have a similar opinion. So it'd be fine if I was a single lunatic with a weird taste, but it does seem to be a trend.

Again, I'm not trying to undermine any modder's contribution. I'm trying to be constructive and provide feedback from player's perspective that hopefully can give modders a view from different angle.

Another reason, often powerful ships introduced in the mods instead of being used by NPCs regularly are used as optional challenge, like boss battles in Seeker mods, HWB and IBB bounties and such, they don't attack in their own. Remants also optional challenge since they wont leave their systems, their raids in Nexerelin is rare, they only being threat in Ruthless Sector mod where they appear in hyperspace.
I agree. It's understandable that SEEKER's bosses are not made to be recoverable by the player due to obvious reasons (which is good), but it's also sad that they're completely passive and there's absolutely no reason to actually fight them aside from bragging rights and some loot opportunities. I also don't really have an amazing alternative solution how to do it instead.

Wouldn't that simply be caused by having more experience with the game and already knowing what to do?
This is certainly true to some degree. But it's definitely different from many other games. Take factorio for example: a vanilla playthrough of factorio takes me at most 5-10 hours. However, installing a single "Space Exploration" mod extends amount of content to at least 200 hours or so. Because SE not only makes vanilla goals way harder to reach, it also adds way more content after actually reaching vanilla endgame (it's where technically the mod starts). And this is the way most factorio overhaul mods work: they add more endgame content and/or make vanilla goals more challenging to reach. Krastorio, Industrial revolution -- you name it. And it's de-facto how mods in other games work, they are typically designed for players who already know the game as the back of their hand and they provide them with more content and challenge.

I understand that sandboxy nature of starsector is different from said factorio and the same rules don't apply exactly the same way. However, the problem is definitely there and it feels like barely anybody even attempts to address it.
Title: Re: Why do most mods have to make the game easier?
Post by: Dark.Revenant on May 25, 2021, 02:49:22 AM
Vanilla's actual endgame doesn't exist yet, so any mod that attempts to add its own version of an endgame now is going to be in a world of hurt (i.e. redoing everything) when vanilla finally gets around to it.  If it were trivial to make pressing, player-driving endgame content, it wouldn't be such a big deal—but that kind of content is extremely challenging and time-consuming to create.

For reference, I work full time.  I can work on Starsector mods maybe a couple of hours at a time, if I get to it at all on a given day.  So it has taken me well over a month to only get about one third (maybe charitably 2/5) of the way through a full-sized story quest.  Just one quest.  It's not even an endgame quest and doesn't really add meta-level game mechanics; it's just a standard content quest, albeit a large, particularly open-ended and dynamic one.  And I'm hardly what one could call a novice modder.

As a result, it's a matter of extreme impracticality to focus efforts on most types of endgame content.  Doing it anyway, knowing that you're going to have to throw away months of work, is a measure that few are willing to take.
Title: Re: Why do most mods have to make the game easier?
Post by: BreenBB on May 25, 2021, 03:24:52 AM
I agree. It's understandable that SEEKER's bosses are not made to be recoverable by the player due to obvious reasons (which is good), but it's also sad that they're completely passive and there's absolutely no reason to actually fight them aside from bragging rights and some loot opportunities. I also don't really have an amazing alternative solution how to do it instead.

I personally make some edits in this mod, I added boss ships from Seeker to Remnants, and Cataclyzm and his fleet to Pirates and Luddic Path, although they very rare to sight, and make them recoverable, also I did this with unrecoverable vanilla Guardian and Tesseract too, yes, it makes game easier, but first I just personally not fan of NPC specific stuff, and second, I make them appear in NPC fleets as return.

My main issue with mods what they rarely add Paragon, Aurora, Doom or Tempest power level stuff, and when you have mods with alot weaker stuff, its just bloats game with unneeded content instead of adding variety, because if some stuff is weaker that vanilla, its just makes no sense to use them. I really wish to see more stuff like this, sadly its made only as sprites: https://imgur.com/a/TSm3iuX

Another thing in Starsector what I personally not much fan off, is endgame, when you get Heavy Industry with alot of blueprints where you can make almost any stuff you want, and really big income, you lost reason to do missions and bounties, and game usually got boring after some time, destroying factions just for reasons still get boring.

Also another problem with Starsector is what world itself somewhat stale, Nex fixes that for some extent, but still, one of examples of games where world feels alive is russian game called Space Ranges, it has common enemy which is with whom all faction fight, and it can destroy all sector without player help, have Rangers NPCs which act like player, take missions, procure equipments etc, text quests which is really interesting compared to Galatia Academy story line which is just plain whole of text, and many of these features I think can be adapted in Starsector. Like common enemy, captains NPC which act like player, takes missions, procure ships, and when killed respawns like player with small fleet.
Title: Re: Why do most mods have to make the game easier?
Post by: KDR_11k on May 25, 2021, 03:37:26 AM
About mods, authors often overnerf their stuff, they rarely introduce Paragon level of power ships, adds many weaker weapons, and it makes game easier, since NPC load-out get more bloated, and for example remnant have chance instead of Heavy Blaster, or Phase Lance get some weak weapons like Degraded Particle Beam, or another unefficient weapon.

Another reason, often powerful ships introduced in the mods instead of being used by NPCs regularly are used as optional challenge, like boss battles in Seeker mods, HWB and IBB bounties and such, they don't attack in their own. Remants also optional challenge since they wont leave their systems, their raids in Nexerelin is rare, they only being threat in Ruthless Sector mod where they appear in hyperspace.
The other aspect for weaker mod factions is the conventional faction sequence: If you start with a single faction design it's gonna be fairly straight-forward and anything you add afterwards will have to differentiate by adding new tricks and lose some conventional strength in return so the initial faction ends up being the pure strength one.
https://tvtropes.org/pmwiki/pmwiki.php/Main/FactionCalculus (https://tvtropes.org/pmwiki/pmwiki.php/Main/FactionCalculus)

When a faction is designed around a specific playstyle it's gonna be weaker in the general Starsector style than the vanilla factions.

Ultimately no faction is gonna make the game harder unless you pick a fight with it if the faction is designed like the vanilla ones where you start more or less friendly with them. The Starlight Cabal (Underworld mod) is one of the few that starts out hostile even without you picking a commission but they usually just want to steal something from your inventory rather than go for a straight up fight because facing a fleet composed of souped up phase and high tech ships would be unwinnable in the early game. And while the ARS spawns bases like those colony threat factions it isn't an actual colony threat. But I think nobody would want another faction causing colony threats to pop up...

Though I find that even a commission doesn't cause much fighting since the factions rarely stray from their own territory and the wars are relatively short-lived so unless I'm planning on using the war as a chance to go raiding with less rep impact I'm likely not around any of the enemy fleets during the time of the war.
Title: Re: Why do most mods have to make the game easier?
Post by: Tartiflette on May 25, 2021, 03:51:36 AM
The only issue I see here is mod selection. There are mods that add breath of content (ship packs and faction mods), there are mods that add depth (Starship Legend), there are mods that add length (Adjusted Sector), and there are mods that add difficulty (New Game +). And a few that add a bit of everything (Nexerelin). If you are unsatisfied with your modded experience, you just need to be more picky, and more importantly you should adjust things yourself by looking at the game's and mods' settings files. Try raising the tariffs to 50%, and lower the amount of XP received if you want to lengthen your campaign. These settings are there to accommodate players like you.

I understand that sandboxy nature of starsector is different from said factorio and the same rules don't apply exactly the same way. However, the problem is definitely there and it feels like barely anybody even attempts to address it.
This is the crux of the matter: a significant part of your complaints go against some of the core mechanics of the base game. Almost no content is gated behind skill, progression or time checks. There are no "impending doom" events with a ticking clock to not alienate the players that want to play at their own pace. If you know how the game works, you can reach the vanilla end-game in three hours flat and mods have nothing to do with that. If you need more challenge, you'll have to set your own rules.
Title: Re: Why do most mods have to make the game easier?
Post by: SCC on May 25, 2021, 04:13:00 AM
It sounds more that you have an issue with vanilla progression, which is a fine complaint and an issue I have with the game myself, but it has nothing to do with mods (how to win in vanilla in one simple step: get a Doom). Or rather, you are disappointed that the majority of the mods are content mods (compatible with one another) and not progression/difficulty mods. I think it's like that for two reasons: one, it's the simplest (only minimal coding required, until you want to get custom weapon effects, hullmods or ship systems), two, it's the most compatible kind of a mod (there are at least some people who like to play with all the mods at once). Those mods don't make the game much easier (they still do, because you get more options for optimisation), but the biggest issue is with vanilla progress.

And Omega isn't that hard, nor are its weapons that good, anyway.
Title: Re: Why do most mods have to make the game easier?
Post by: Madskills on May 25, 2021, 05:26:11 AM
It sounds more that you have an issue with vanilla progression
I don't think vanilla progression is bad itself. It's just very basic/shallow. It's when people add content, they often add it in one and the same direction instead of expanding the game in all directions, this is where it gets sub-optimal, I think.

And Omega isn't that hard, nor are its weapons that good, anyway.
Sure, it's not. But it's also something mods practically don't have? There's like 1.5 mods that even attempted this sort of exploration-style progression as opposed to the classic walmart-style progression.

Try raising the tariffs to 50%, and lower the amount of XP received if you want to lengthen your campaign. These settings are there to accommodate players like you.
ok, imagine logic like this applied to factorio:
- guys, I think the game is too short and simple, are there any mods that would make it deeper?
- sure, just edit this thing here to make your green circuit 10 times more expensive and edit here to make biters have 5 times more hp.

Point is, tweaks like that just make the game harder without adding any depth. It's like stretching the game instead of actually making it any deeper.

Title: Re: Why do most mods have to make the game easier?
Post by: Tartiflette on May 25, 2021, 05:36:42 AM
Now you are complaining that any solution offered for every single individual issue do not solve ALL the issues at once.

You say the game is too short because mods give you too many optimization paths, the quickest way to address this is to slow down the progression. You complain that the game is too shallow but there are different mods that add new mechanics. You complain that the game is too easy, the most effective way to solve it is to use mods that increase the difficulty, mods that offer end-game challenges, tweak the settings, or to self-impose gameplay restriction.

Additionally, "depth" is such a very malleable and subjective notion that hardly tells anything specific. What is "depth" for someone becomes "grind" "bloat" or "annoyance" for another.

Almost everything more specific than "depth" you asked for that isn't already a thing is either incredibly time consuming and difficult to implement (if at all possible currently), deemed undesirable or not worth the effort by modders, or on the contrary as easy as a tweak in the setting files.
Title: Re: Why do most mods have to make the game easier?
Post by: Chairman Suryasari on May 25, 2021, 10:58:28 AM
“If you try to please everyone, you'll end up pleasing no one.”

-Facebook mom.
Title: Re: Why do most mods have to make the game easier?
Post by: Yunru on May 25, 2021, 12:39:03 PM
It sounds like Madskills' first name may be Karen.
Title: Re: Why do most mods have to make the game easier?
Post by: DownTheDrain on May 25, 2021, 01:31:51 PM
It sounds like Madskills' first name may be Karen.

That's a bit uncalled for.
Though I do love the fact that he's trying to educate two of the game's most prolific modders on how to create a mod with proper "depth".
Title: Re: Why do most mods have to make the game easier?
Post by: Jaghaimo on May 25, 2021, 01:59:20 PM
I'll leave this low-effort (128 LoC) of mine at making the game more interesting: https://github.com/jaghaimo/starpocalypse (https://github.com/jaghaimo/starpocalypse)

Personal view: by not being able to (easily) cherry-pick the best weapons and ships the game becomes much more challenging and deep - feels more like roguelike where each run is different as you work with what RNG (salvage et al.) gives you.
Title: Re: Why do most mods have to make the game easier?
Post by: Retry on May 25, 2021, 02:11:31 PM
-Mods adding ships or weapons that are categorically better than the median make the game easier, because the player can prioritize them while AI autofits will only occasionally land on them.

-Mods adding ships or weapons that are categorically worse than the median make the game easier, because the player can neglect to ignore them while AI autofits will still take them.

-Mods adding ideally balanced ship ships or weapons make the game easier, because the player can utilize their specific strengths and weaknesses to yield a slightly more min-maxed ship, while autofits may or may not apply the new weapons very well.*

Conclusion: Any mod that adds any player-accessible content will result in an easier game.

Clearly what is needed is a mod that replaces existing ships and guns with Hounds and Thumpers.



I do find it interesting that the OP singles out the Pirates and Luddic Path, so let's focus on those for a second.  Those specific factions don't get buffed because they're intended to be low-end, poorly funded, introductory threats; they're generally the first ships you ever fight.  Neither of which are intended to be strong opposition forces, especially compared to vanilla organized factions.  You can get under-moduled Orbital Stations as pirate bounties (2 modules of 3, used to be 1 module as recently as last update), and all the weak random bounties are pulled from random Pirates.  Pirates have maybe 1 or 2 heavy industries and no nanoforge, and Pathers don't even have the Heavy Industry capacity.

Strictly speaking, it's perfectly possible to arbitrarily buff both of those factions, such as giving a Nanoforge planet to Pirates/Pathers, shoving in Pirate-y ships that are closer in power levels to Falcon (P)s than Wolf (P)s, and cranking their frequency way up, adding special elite skins of Pirates akin to the XIV Battlegroup**, but that's not usually done by faction packs or For one, it's outside the scope of most content packs unless it's a generic pack or a "buff pirates" sort of pack.  For two, it's a general rule that you don't arbitrarily go against theme of any said faction when introducing new content:  Dominant factions remain dominant, weak pirates remain weak, and Tri-Tachyon remains an avid user of all things high tech and Phase, unless changing the status quo is an explicit goal of the content pack.

I vaguely recall a mod originally billed as a Hullmod expansion pack, which also had an undocumented effect of buffing Remnants basically across the board.  That'd make fighting Remnants more difficult naturally, but this was rather controversial because, among other things, the mod was never billed as a "change vanilla content" mod or a "make things harder" mod.

*IME while a generally well-balanced mod will necessarily yield slightly-more min-maxed ships (as otherwise it'd fall under "categorically worse than vanilla" content balance-wise), this has a trivial impact on game difficulty, if any.  To me, the game becomes no more difficult if I uninstall all the mods and in some ways actually becomes easier (I haven't "memorized" to a practical effect all the weapons of my mods, which is not true for Vanilla ships and weapons).

**Yeah I know about the reAL DoMaIN stuff, but that's a meme so it doesn't count
Title: Re: Why do most mods have to make the game easier?
Post by: Yunru on May 25, 2021, 02:58:53 PM
Also as an aside, as one of the many authors of a Pirate content mod, I feel slightly slighted that I'm not mentioned :P
Title: Re: Why do most mods have to make the game easier?
Post by: Sundog on May 25, 2021, 04:05:52 PM
I'll leave this low-effort (128 LoC) of mine at making the game more interesting: https://github.com/jaghaimo/starpocalypse (https://github.com/jaghaimo/starpocalypse)

Personal view: by not being able to (easily) cherry-pick the best weapons and ships the game becomes much more challenging and deep - feels more like roguelike where each run is different as you work with what RNG (salvage et al.) gives you.
Just saw this on discord and I look forward to trying it for my next run. Good idea!
Title: Re: Why do most mods have to make the game easier?
Post by: Harmful Mechanic on May 25, 2021, 05:52:33 PM
Yeah, I came to watch 'Madskills' dig himself a deep, deep hole, I stayed for the difficulty mod I didn't know I needed. Looking forward to an extended run under these market rules.

I'll leave this low-effort (128 LoC) of mine at making the game more interesting: https://github.com/jaghaimo/starpocalypse (https://github.com/jaghaimo/starpocalypse)

Personal view: by not being able to (easily) cherry-pick the best weapons and ships the game becomes much more challenging and deep - feels more like roguelike where each run is different as you work with what RNG (salvage et al.) gives you.
Just saw this on discord and I look forward to trying it for my next run. Good idea!
Title: Re: Why do most mods have to make the game easier?
Post by: Madskills on May 25, 2021, 08:51:36 PM
I'll leave this low-effort (128 LoC) of mine at making the game more interesting: https://github.com/jaghaimo/starpocalypse (https://github.com/jaghaimo/starpocalypse)

Personal view: by not being able to (easily) cherry-pick the best weapons and ships the game becomes much more challenging and deep - feels more like roguelike where each run is different as you work with what RNG (salvage et al.) gives you.
I actually like where this is going. I had ideas in a similar direction too, like making factions suspicious if they end up spotting you with one of their high-tier ships from out of the blue (read: you are not under their comission and have not bought them from their military market). Sure, maybe not all factions, but I certainly would expect Hegemony to become suspicious seeing you sporting an Onslaught or TT seeing your paragon. Basically in my opinion in order to have a Paragon in your fleet, you need to become either Tri-Tachyon's ally (and buy it) or their enemy (and defend it).
I like the idea of this mod, I'll give it a try.

PS btw I love the idea of your stellar network mod. it feels like something one would expect vanilla to have.

-Mods adding ships or weapons that are categorically better than the median make the game easier, because the player can prioritize them while AI autofits will only occasionally land on them.

-Mods adding ships or weapons that are categorically worse than the median make the game easier, because the player can neglect to ignore them while AI autofits will still take them.

-Mods adding ideally balanced ship ships or weapons make the game easier, because the player can utilize their specific strengths and weaknesses to yield a slightly more min-maxed ship, while autofits may or may not apply the new weapons very well.*
Even though it's sarcasm, it's actually largely true. I agree with your formulation of the problem, but I disagree with your conclusion: it's certainly possible to add player-accessible content without making it easier. I also do agree that just randomly buffing pirates, luddics or remnants is arbitrary, anti-thematic and boring. However, not addressing the problem at all is not a solution either. In my opinion, best solutions come from limiting player's access to modded(and maybe even vanilla) content. Also making tech harder to acquire makes it more rewarding too.

Though I do love the fact that he's trying to educate two of the game's most prolific modders on how to create a mod with proper "depth".
Are you saying that in order to form an opinion on existing mods I must be one of this game's most prolific modders? It does not really take a master sushi chef to form an opinion on sushi.
Title: Re: Why do most mods have to make the game easier?
Post by: HungwellHamburger on May 25, 2021, 09:01:51 PM
I'll leave this low-effort (128 LoC) of mine at making the game more interesting: https://github.com/jaghaimo/starpocalypse (https://github.com/jaghaimo/starpocalypse)

Personal view: by not being able to (easily) cherry-pick the best weapons and ships the game becomes much more challenging and deep - feels more like roguelike where each run is different as you work with what RNG (salvage et al.) gives you.

Thank you. This is what I am after, reasonable difficulty and a real reason to scavenge. Although...If theres an option to add a civilian tag to weaponry, the jank mining stuff and low op drones, thatd be reasonable, right?
Title: Re: Why do most mods have to make the game easier?
Post by: Madskills on May 25, 2021, 09:13:59 PM
If theres an option to add a civilian tag to weaponry, the jank mining stuff and low op drones, thatd be reasonable, right?
Honestly having to fight with civilian "weapons" because it's the only thing you have access to at first? -- sounds amazing from both meta-progression perspective as well as RP perspective.
Title: Re: Why do most mods have to make the game easier?
Post by: DownTheDrain on May 25, 2021, 09:47:53 PM
Are you saying that in order to form an opinion on existing mods I must be one of this game's most prolific modders? It does not really take a master sushi chef to form an opinion on sushi.

Right, except you didn't just form an opinion. You were trying to tell two sushi chefs how they're supposed to prepare their dishes, to stick with your example.
Title: Re: Why do most mods have to make the game easier?
Post by: Jaghaimo on May 26, 2021, 12:03:30 AM
Quote from: Madskills
PS btw I love the idea of your stellar network mod. it feels like something one would expect vanilla to have.

Hah, but that mod makes the game much easier (especially Market searches as it lets you cherry-pick ships and weapons easily).

Thank you. This is what I am after, reasonable difficulty and a real reason to scavenge. Although...If theres an option to add a civilian tag to weaponry, the jank mining stuff and low op drones, thatd be reasonable, right?

Junk weapons have low tier, thus will be available in any Military Market without the need to have a commission.
Title: Re: Why do most mods have to make the game easier?
Post by: Chairman Suryasari on May 26, 2021, 12:44:05 AM
Guys, I found something new outside called Sun and Grass. Let's calm down a little bit, spend quality time outside together with friend and family, then come back later when our mood improved.

Don't be too invested in online life, it's not worth the time and more importantly your mind. There is a reason why there is a correlation between social media and anti-depressant abuse.
Title: Re: Why do most mods have to make the game easier?
Post by: Madskills on May 26, 2021, 12:45:23 AM
Quote from: Madskills
PS btw I love the idea of your stellar network mod. it feels like something one would expect vanilla to have.

Hah, but that mod makes the game much easier (especially Market searches as it lets you cherry-pick ships and weapons easily).
It does make it simpler but only because the vanilla game does not have this seemingly basic functionality to start with. Like, I find it hard to imagine a distant future where I have to physically travel from planet to planet to check what wares each of them provides instead of looking up some sort of online catalogue. In my opinion, the game should give the player a perfect knowledge of all open market wares and should be balanced around it to start with. In other words, having bad trading tools is not a good way to balance trade.

Are you saying that in order to form an opinion on existing mods I must be one of this game's most prolific modders? It does not really take a master sushi chef to form an opinion on sushi.
Right, except you didn't just form an opinion. You were trying to tell two sushi chefs how they're supposed to prepare their dishes, to stick with your example.
I only have to propose specific solutions because time and time again people give me advice like "just increase number of pirate spawns 5 times" and "just bump tariffs to 50%", so I have to provide examples to show that bumping tariffs is absolutely not what I'm calling a deeper progression.
Title: Re: Why do most mods have to make the game easier?
Post by: Yunru on May 26, 2021, 01:24:28 AM
Guys, I found something new outside called Sun and Grass.
Can I mod it?
Or at least turn down the lens Flare?

5/10, very pretty but too much grinding. Feels like a pay-to-win game that removed payment options at the last minute.
Title: Re: Why do most mods have to make the game easier?
Post by: robepriority on May 26, 2021, 06:11:33 AM
I find that mods that accelerate you out of early game extend late game.

Take for example, nexerelin:

Earlygame is basically accelerated through extremely fast.
 - Tariffs reduced, so early game supplies are less of a concern
 - Prism Freeport allows for complete loadouts a lot faster
 - Outposts make exploration a lot faster.

Lategame is extended into a situation where players have expansion and counter-invasions/vengeance fleets to manage.
Title: Re: Why do most mods have to make the game easier?
Post by: th3boodlebot on May 26, 2021, 12:56:34 PM
really enjoying the ideas being thrown around.
Title: Re: Why do most mods have to make the game easier?
Post by: translop on May 26, 2021, 07:18:13 PM
Where on earth did this thread come from? Just showed up randomly for me and it's already 5 pages in.

Looking at all the comments it feels like "depth" isn't quantifiable, at least not consistently, in the entire discussion. I personally can't agree with making weapons/certain content rare as that would generally add to the grind. You could be like, here is your Falcon(P) with Sabot, Harpoon, Reapers after 100 hours and it would not constitute as depth for me.

Conversely, making obtaining more powerful weapons/ships/hullmods more rewarding generally involves content. Cold hard content takes hours upon hours to make. You could end up crafting entire stories, maybe revolving around a subfaction/splinter group or just throw a bunch of tesseracts in the player's face, give them a 6.5k burst damage laser that can pierce low angle shields, and call it a day. Ironically, said rewarding content can be just as likely to speed up the game since their rewards need to be powerful in some way to be rewarding.

Starsector is a game that rewards both a player's control over their own ship and their macro play. It takes some time to find the most overpowered builds but once you're rocking SO frigate/destroyer, heavy fighter spam, Macross missile spam, or just Paragon/Astral, the game won't have a lot of difficult content left to offer. No amount of depth getting TO the endgame can prevent a player from eventually reaching it and gaining the experience necessary to make the next run a stomp. It's how game mastery works in a game that allows mastery.

Factorio, Rimworld, Starsector, heck no game can maintain progression parity when you replay it unless you fill it with a metric ton of rng. You can't control progression without limiting the game to the point of reducing depth, or otherwise rendering it pointlessly inconsistent to the whims of lady luck. Adjusting your own difficulty isn't for everyone I get that, but it's one of the few viable alternatives if you really want to play again while still utilizing everything you've learned.

Ultimately, I think when any highly replay-able game gets old and easy, you should step away from it for a while. Good thing about games like Starsector is that the modding community adds on so much more content over time, and even if it isn't "depth", one of them may turn up or get updated to eventually wow you enough to come back and realize you can still have a blast playing through the game.
Title: Re: Why do most mods have to make the game easier?
Post by: HungwellHamburger on May 26, 2021, 09:01:17 PM
An example of difficulty that I havent seen pointed out in my short time posting and slightly longer time lurking is Aurira 4x. I believe this game is special for our case in that most of the complexity seems to be in ship systems and the actual combat. I havent put much deep thought into this, but Im wondering what concepts could or should be transplated, with minimal overhaul, leaving the question of researching individual modules aside, maybe research can stay with 4x style games (Which with Nex it totally could be but...). Could hull mods replicate individual ship systems, like a life support module adding crew capacity, while other modules add to the minimum required crew capacity. I dont know off the top of my head how much hull mods can effect, or whether you can duplicate them on the same ship, guess I could work at it or something.
Title: Re: Why do most mods have to make the game easier?
Post by: Madskills on May 26, 2021, 09:25:45 PM
An example of difficulty that I havent seen pointed out in my short time posting and slightly longer time lurking is Aurira 4x. I believe this game is special for our case in that most of the complexity seems to be in ship systems and the actual combat. I havent put much deep thought into this, but Im wondering what concepts could or should be transplated, with minimal overhaul, leaving the question of researching individual modules aside, maybe research can stay with 4x style games (Which with Nex it totally could be but...). Could hull mods replicate individual ship systems, like a life support module adding crew capacity, while other modules add to the minimum required crew capacity. I dont know off the top of my head how much hull mods can effect, or whether you can duplicate them on the same ship, guess I could work at it or something.
Honestly in my opinion, this game's combat system already has enough depth. And mods do a good job already expanding its breadth by adding more content to it. I think by far the weakest point is how the player gets access to all of it: too easily, too randomly, in an unrewarding fashion. Second weakest point is what you're expected to utilise this combat system on: I guess, expanding your fleet? But hitting the cap of your fleet size is not only trivial, you don't even need a fleet for it to start with, when you can just buy everything you need or produce it if you havent randomly stumbled upon it already.

It takes some time to find the most overpowered builds but once you're rocking SO frigate/destroyer, heavy fighter spam, Macross missile spam, or just Paragon/Astral, the game won't have a lot of difficult content left to offer. No amount of depth getting TO the endgame can prevent a player from eventually reaching it and gaining the experience necessary to make the next run a stomp. It's how game mastery works in a game that allows mastery.
But isnt this a design mistake? If a game is designed in such a way that once you figure out how to put SO on your destroyers or how to turn your paragon's shield on, you reach its mastery, it's exactly what's called shallow. What kind of depth are we talking about here if everybody agrees that "once you randomly find paragon/astral, the game won't have difficult content left to offer"?

Factorio, Rimworld, Starsector, heck no game can maintain progression parity when you replay it unless you fill it with a metric ton of rng. You can't control progression without limiting the game to the point of reducing depth, or otherwise rendering it pointlessly inconsistent to the whims of lady luck. Adjusting your own difficulty isn't for everyone I get that, but it's one of the few viable alternatives if you really want to play again while still utilizing everything you've learned.
This is just not true. Random aspect has next to no effect in factorio. You can play the same exact seeded run twice and you can build vastly different bases that scale in vastly different ways. And modded content multiplies that tenfold, so that even if you try to build the same type of base twice, you'll probably end up with something entirely different because of a tiny perturbation and butterfly effect. And even after knowing exactly what to do it'll probably take you at least 100+ hours to reach the end of a good mod's content (as in, you stop seeing new things) and you'll probably learn even more than you learned from your previous run.

Ultimately, I think when any highly replay-able game gets old and easy, you should step away from it for a while. Good thing about games like Starsector is that the modding community adds on so much more content over time, and even if it isn't "depth", one of them may turn up or get updated to eventually wow you enough to come back and realize you can still have a blast playing through the game.
Well, yeah! But also no. I definitely have not put that much time into this game to even call it "highly replay-able". I did a vanilla midtech playthrough, vanilla high-tech and then sort of a carrier run. Then I tried heavily modded playthrough and discovered that I hit the end of the power curve even faster than I used to in vanilla. This is why I also created this thread, because I installed mods hoping they'll provide me with a longer playthrough but I got the opposite instead.
Title: Re: Why do most mods have to make the game easier?
Post by: SCC on May 26, 2021, 10:53:30 PM
But isnt this a design mistake? If a game is designed in such a way that once you figure out how to put SO on your destroyers or how to turn your paragon's shield on, you reach its mastery, it's exactly what's called shallow. What kind of depth are we talking about here if everybody agrees that "once you randomly find paragon/astral, the game won't have difficult content left to offer"?
Many games have progression dictated by accessing new areas: you can get better loot only in areas filled with stronger enemies. Factorio has progression dictated by the infrastructure, since even if you could build trains right from get go, what good does it do, if you can't actually manufacture them?
Starsector has mechanics that can be used to gate content, but it doesn't use any of them to that end. The closest is that you have to defeat a Radiant or the Ziggurat to get it, no finding or buying it.

Which is to say, you should probably make a thread about progression in the suggestion section of the forum, because it's a vanilla issue.
Title: Re: Why do most mods have to make the game easier?
Post by: Madskills on May 26, 2021, 11:19:08 PM
But isnt this a design mistake? If a game is designed in such a way that once you figure out how to put SO on your destroyers or how to turn your paragon's shield on, you reach its mastery, it's exactly what's called shallow. What kind of depth are we talking about here if everybody agrees that "once you randomly find paragon/astral, the game won't have difficult content left to offer"?
Many games have progression dictated by accessing new areas: you can get better loot only in areas filled with stronger enemies. Factorio has progression dictated by the infrastructure, since even if you could build trains right from get go, what good does it do, if you can't actually manufacture them?
Starsector has mechanics that can be used to gate content, but it doesn't use any of them to that end. The closest is that you have to defeat a Radiant or the Ziggurat to get it, no finding or buying it.
I agree.
Which is to say, you should probably make a thread about progression in the suggestion section of the forum, because it's a vanilla issue.
But the amount of content vanilla has is reasonably correlated with the length of progression path one needs to follow to explore it all. It's honestly not huge, but it's alright, especially with the latest [redacted] additions. The problem is that mods vastly increase amount of content you have, but they leave your progression path untouched leaving it as short as vanilla, or even making it shorter due to giving the player more options. Besides, after seeing the changes in the latest vanilla update, I expect to see more changes like that in the future vanilla, but I'm yet to see anything like it in mods yet. Which's the reason why this thread exists.
Title: Re: Why do most mods have to make the game easier?
Post by: Retry on May 27, 2021, 12:29:21 PM
Quote
Even though it's sarcasm, it's actually largely true. I agree with your formulation of the problem, but I disagree with your conclusion: it's certainly possible to add player-accessible content without making it easier. I also do agree that just randomly buffing pirates, luddics or remnants is arbitrary, anti-thematic and boring. However, not addressing the problem at all is not a solution either. In my opinion, best solutions come from limiting player's access to modded(and maybe even vanilla) content. Also making tech harder to acquire makes it more rewarding too.
Underlined portion is not within the scope of content packs or faction packs.  It's generally good form for content/faction packs to follow vanilla conventions unless there's a good reason to aberrate.  It'd be bad form for a faction mod to mess with general vanilla mechanics such as weapon availability in markets; it's far better to have a mod specifically designed to do change things like that.  (Also, not everyone agrees with the thread's premise in the first place)

Potential exceptions include things like boss factions and normal factions with a shtick of being unusually particular on who possesses their faction-specific stuff.  However, these factions employ mechanics specific to them, not in-general

From the OP:
Quote
Why don't mods routinely give more and better officers to the hostiles?
Not within the scope of faction or content packs, unless this is in reference to whatever specific factions are being added

Quote
Why don't they send hired assassins after me to reclaim the [redacted] bit of tech that I stole?
Not within the scope of faction or content packs, though there's at least 1 mod where their faction officials will confront you over even possessing their faction equipment (the name of said faction eludes me).  Vanilla can have the Diktat send some people to try to take the Ziggurat, not quite the same thing as it's quest-related.  One Megamod, Nexerelin, introduces Revenge Fleets that are stronger than average and exist solely to try to kill you if you pick on a hostile faction too much.  Another Megamod, Vayra's Sector can have factions put bounties on your head for doing similar things.

Quote
Why don't they routinely make my life harder by raiding my colonies all the time?
In the beginning, Pirate raids and Pather sabotage were powerful and plentiful.  This had made a lot of people very angry and had been widely regarded as a bad move.

More seriously though, this basically describes how Pirate raids (and to a lesser extent, Pather cells) operated prior to 0.95.  Rather than making the game harder in an entertaining way, it just meant you had to babysit your colonies and play whack-a-mole with Pirate Bases, which when left unchecked would decivilize even core worlds.  0.95 is quite recent in Star Sector terms, and there's currently no interest from modders to return to that state of affairs.

Also not within the scope of faction or content packs, unless of course said faction is a Pirate-esque raider group.
Title: Re: Why do most mods have to make the game easier?
Post by: Sutopia on May 27, 2021, 01:22:46 PM
Quote
Even though it's sarcasm, it's actually largely true. I agree with your formulation of the problem, but I disagree with your conclusion: it's certainly possible to add player-accessible content without making it easier. I also do agree that just randomly buffing pirates, luddics or remnants is arbitrary, anti-thematic and boring. However, not addressing the problem at all is not a solution either. In my opinion, best solutions come from limiting player's access to modded(and maybe even vanilla) content. Also making tech harder to acquire makes it more rewarding too.
Underlined portion is not within the scope of content packs or faction packs.  It's generally good form for content/faction packs to follow vanilla conventions unless there's a good reason to aberrate.  It'd be bad form for a faction mod to mess with general vanilla mechanics such as weapon availability in markets; it's far better to have a mod specifically designed to do change things like that.  (Also, not everyone agrees with the thread's premise in the first place)

Potential exceptions include things like boss factions and normal factions with a shtick of being unusually particular on who possesses their faction-specific stuff.  However, these factions employ mechanics specific to them, not in-general

From the OP:
Quote
Why don't mods routinely give more and better officers to the hostiles?
Not within the scope of faction or content packs, unless this is in reference to whatever specific factions are being added

Quote
Why don't they send hired assassins after me to reclaim the [redacted] bit of tech that I stole?
Not within the scope of faction or content packs, though there's at least 1 mod where their faction officials will confront you over even possessing their faction equipment (the name of said faction eludes me).  Vanilla can have the Diktat send some people to try to take the Ziggurat, not quite the same thing as it's quest-related.  One Megamod, Nexerelin, introduces Revenge Fleets that are stronger than average and exist solely to try to kill you if you pick on a hostile faction too much.  Another Megamod, Vayra's Sector can have factions put bounties on your head for doing similar things.

Quote
Why don't they routinely make my life harder by raiding my colonies all the time?
In the beginning, Pirate raids and Pather sabotage were powerful and plentiful.  This had made a lot of people very angry and had been widely regarded as a bad move.

More seriously though, this basically describes how Pirate raids (and to a lesser extent, Pather cells) operated prior to 0.95.  Rather than making the game harder in an entertaining way, it just meant you had to babysit your colonies and play whack-a-mole with Pirate Bases, which when left unchecked would decivilize even core worlds.  0.95 is quite recent in Star Sector terms, and there's currently no interest from modders to return to that state of affairs.

Also not within the scope of faction or content packs, unless of course said faction is a Pirate-esque raider group.

I think that’s what makes me hate faction contents so much.
In vanilla, factions share some basic hull and weaponry knowledge that even if they diverse greatly in themes they still share a few things in common. Even remnants are using commonly known guns.

Almost all faction mods ignore what vanilla has to offer and asserts an entire alien lineup that hardly fits into vanilla theme, and allows players to just walk up and obtain them. If a faction mod were to introduce completely alien lineups they should be more like omega faction that are hostile, or at least somewhat isolated away from core world and be a hidden faction. It is also fully faction mods’ responsibilities to balance the interactions at least against vanilla factions. It is the faction mods’ ignorant of responsibilities that lead to shallow game experience.
Title: Re: Why do most mods have to make the game easier?
Post by: lethargie on May 27, 2021, 01:55:05 PM

Almost all faction mods ignore what vanilla has to offer and asserts an entire alien lineup that hardly fits into vanilla theme, and allows players to just walk up and obtain them. If a faction mod were to introduce completely alien lineups they should be more like omega faction that are hostile, or at least somewhat isolated away from core world and be a hidden faction. It is also fully faction mods’ responsibilities to balance the interactions at least against vanilla factions. It is the faction mods’ ignorant of responsibilities that lead to shallow game experience.

Werther something fit in vanilla is highly subjective. Its a fact abundantly discussed for literal years on this server. So bringing "it doesn't fit vanilla dur dur" as a generic complaint is so stupidly ignorant the words fail me. Shallow game experience is your whole fault. No one force you to install all the faction mods. In fact almost all modders of the forum separated new factions from game modifying mods, so you really got only you to blame if you end up with a faction

faction mod, or any mod have no responsibilities to you. They owe you nothing. Modders do what they like to do, your idea of what is fun being utterly irrelevant to them. If you want to make a new omega like secret faction you go do it or you pay someone else to do it.
Title: Re: Why do most mods have to make the game easier?
Post by: DownTheDrain on May 27, 2021, 02:14:41 PM
I think that’s what makes me hate faction contents so much.

I feel there's a stunningly simple solution to that, just don't use any of them...
Title: Re: Why do most mods have to make the game easier?
Post by: Sutopia on May 27, 2021, 02:45:22 PM
I think that’s what makes me hate faction contents so much.

I feel there's a stunningly simple solution to that, just don't use any of them...

Which is exactly what I do. I am not paid or forced by some supernatural force to suffer.

I just feel them wasting the potential to provide more depth to the experience, a mis-opportunity if you will. It’s also generally not a good idea to build a mod upon another mod so there is no way I can use those assets.

And as I said, it’s MOST, not ALL. Some of them did deliver some good story along with unique storyline quests which I enjoyed; Some provided actual challenges before getting to lucrative rewards, similar to how Ziggurat and omega work in .95.

There should be a borderline to claim a mod to be a faction mod or a content mod. The ones I dislikes are mostly content mods slapping a few proc gen worlds and call it a faction. Maybe my bar is set too high but that’s my expectation of what a faction mod should deliver.
Title: Re: Why do most mods have to make the game easier?
Post by: DownTheDrain on May 27, 2021, 03:32:02 PM
I think that’s what makes me hate faction contents so much.

I feel there's a stunningly simple solution to that, just don't use any of them...

Which is exactly what I do. I am not paid or forced by some supernatural force to suffer.

I just feel them wasting the potential to provide more depth to the experience, a mis-opportunity if you will. It’s also generally not a good idea to build a mod upon another mod so there is no way I can use those assets.

And as I said, it’s MOST, not ALL. Some of them did deliver some good story along with unique storyline quests which I enjoyed; Some provided actual challenges before getting to lucrative rewards, similar to how Ziggurat and omega work in .95.

There should be a borderline to claim a mod to be a faction mod or a content mod. The ones I dislikes are mostly content mods slapping a few proc gen worlds and call it a faction. Maybe my bar is set too high but that’s my expectation of what a faction mod should deliver.

That's fair, to each their own.

I generally prefer not having to jump through a million hoops to try the new toys I just downloaded. Unless it's a unique design or particularly special in some way that would make it impossible to salvage or find on regular markets.
Then again I'm not overly concerned with balance. As I've said earlier in the thread, I limit myself according to some theme or setting.

As for imposing rules on what mods are allowed to do or supposed to be called, what's the point?
If the mod doesn't offer anything of value to you simply delete it and move on. I can see no benefit from trying to gatekeep what is or isn't considered a proper faction mod.
Title: Re: Why do most mods have to make the game easier?
Post by: Histidine on May 27, 2021, 06:43:16 PM
What is this "alien lineup" stuff? Nine-tenths of mod factions are specifically designed as, and balanced to be, just another polity operating in the Sector. It would be very strange if those factions made you jump through hoops to access their gear that Tri-Tachyon doesn't.

The factions that aren't "just one of the boys" like Templars and Blade Breakers (to name two well-known cases)? Those indeed have specific rules for acquiring their stuff, for this very reason!
Title: Re: Why do most mods have to make the game easier?
Post by: Harmful Mechanic on May 27, 2021, 07:34:45 PM
The factions that aren't "just one of the boys" like Templars and Blade Breakers (to name two well-known cases)? Those indeed have specific rules for acquiring their stuff, for this very reason!

And people whine at DR and I like spoiled children because of it, don't forget that.
Title: Re: Why do most mods have to make the game easier?
Post by: Madskills on May 27, 2021, 08:09:45 PM
From the OP:
Quote
Why don't mods routinely give more and better officers to the hostiles?
Not within the scope of faction or content packs, unless this is in reference to whatever specific factions are being added

Quote
Why don't they send hired assassins after me to reclaim the [redacted] bit of tech that I stole?
Not within the scope of faction or content packs, though there's at least 1 mod where their faction officials will confront you over even possessing their faction equipment (the name of said faction eludes me).  Vanilla can have the Diktat send some people to try to take the Ziggurat, not quite the same thing as it's quest-related.  One Megamod, Nexerelin, introduces Revenge Fleets that are stronger than average and exist solely to try to kill you if you pick on a hostile faction too much.  Another Megamod, Vayra's Sector can have factions put bounties on your head for doing similar things.

Quote
Why don't they routinely make my life harder by raiding my colonies all the time?
In the beginning, Pirate raids and Pather sabotage were powerful and plentiful.  This had made a lot of people very angry and had been widely regarded as a bad move.
I agree that my OP suggestions to the problem are just bad. But the problem is absolutely there. However, over the course of the thread we came with better ideas like making military tech harder to access and the idea of making factions suspicious if you're using their tech without their approval.
Title: Re: Why do most mods have to make the game easier?
Post by: Madskills on May 27, 2021, 08:19:49 PM
Nine-tenths of mod factions are specifically designed as, and balanced to be, just another polity operating in the Sector. It would be very strange if those factions made you jump through hoops to access their gear that Tri-Tachyon doesn't.
The problem is definitely present in vanilla too. But as was said before, the more factions you have, the more obvious it becomes. Vanilla does not have that much tech to be gated behind things. But after installing 1-2 normal-sized faction mods, the market does get over-populated with cheap stuff you don't even need. So in my opinion, the vanilla progression system is not perfect, but that'll do for vanilla itself. But as amount of added content grows, the way player accesses it, needs to be changed too to avoid bloating.

The factions that aren't "just one of the boys" like Templars and Blade Breakers (to name two well-known cases)? Those indeed have specific rules for acquiring their stuff, for this very reason!
None of them are updated to the current starsection version. Since I jumped on the bandwagon this version, I can't even try them.
Title: Re: Why do most mods have to make the game easier?
Post by: Retry on May 28, 2021, 06:35:15 AM
I agree that my OP suggestions to the problem are just bad. But the problem is absolutely there. However, over the course of the thread we came with better ideas like making military tech harder to access and the idea of making factions suspicious if you're using their tech without their approval.
Former has been done very recently through a miscellaneous mod.  Latter's not really done except for specific faction packs, as Vanilla factions don't harass you for that (and it wouldn't be particularly practical to implement as most of the vanilla factions share the same pool of technology to a vast extent anyways).

(Neither are within the scope of standard content/faction mods)
Title: Re: Why do most mods have to make the game easier?
Post by: Jaghaimo on May 28, 2021, 06:59:27 AM
Latter's not really done except for specific faction packs, as Vanilla factions don't harass you for that (and it wouldn't be particularly practical to implement as most of the vanilla factions share the same pool of technology to a vast extent anyways).

(Neither are within the scope of standard content/faction mods)

Fairly easy to achieve code-wise, but tricky to balance. I did consider it for Starpocalypse but decided (for now) with a Scandinavian alcohol solution instead: regulate the purchase but do not make it illegal. What I did consider was:

Quote
The faction would harass you for having a ship which you could not buy at any Military Market that could sell it. Since this takes into consideration the faction blueprint pool, it would not cause harassment over common designs provided the player had good enough standing with at least one faction (and for higher tier ships, was commissioned).

It would make life for non-commissioned players difficult. Also, should ignore commissions with pirate / pather (does not matter much, since at this point anyone will harass you anyway). Finally, could take into consideration player-known blueprints.
Title: Re: Why do most mods have to make the game easier?
Post by: Madskills on May 28, 2021, 07:12:18 AM
Finally, could take into consideration player-known blueprints.
I think this is the most important bit that's left to figure out because it's quite important. In my vision, factions should either harass you for "pirating" their blueprints (unless you legitimately acquired bp's from said faction somehow) or forbid finding some faction-specific BP's altogether. Again, the problem is very clear, I don't want quality of my suggested solutions to undermine its importance.

It would make life for non-commissioned players difficult.
I don't see how this is a problem. If you want to proclaim political independence, you're expected to have enough military force to ensure it.
Title: Re: Why do most mods have to make the game easier?
Post by: Yunru on May 28, 2021, 07:36:07 AM
I think this is the most important bit that's left to figure out because it's quite important. In my vision, factions should either harass you for "pirating" their blueprints (unless you legitimately acquired bp's from said faction somehow) or forbid finding some faction-specific BP's altogether. Again, the problem is very clear, I don't want quality of my suggested solutions to undermine its importance.
Except none of them are "their" blueprints, they're all just from before the fall that they happened to have access to.
Title: Re: Why do most mods have to make the game easier?
Post by: DownTheDrain on May 28, 2021, 08:15:21 AM
I think this is the most important bit that's left to figure out because it's quite important. In my vision, factions should either harass you for "pirating" their blueprints (unless you legitimately acquired bp's from said faction somehow) or forbid finding some faction-specific BP's altogether. Again, the problem is very clear, I don't want quality of my suggested solutions to undermine its importance.
Except none of them are "their" blueprints, they're all just from before the fall that they happened to have access to.

By that logic most of the planets and stations the various factions hold aren't theirs either, they just snatched them up when everything went to ***.
I don't think historical accuracy is of any importance for a faction claiming a BP as theirs, all that matters is if they can enforce their claim.

Not that I think this would work particularly well. If I'm fielding enough ships of a type a faction considers theirs to make them go after me I'm probably powerful enough to shrug off whatever they send. Still, it could add some flavor and probably wouldn't ruin the experience for anyone.
Title: Re: Why do most mods have to make the game easier?
Post by: sqrt(-1) on May 31, 2021, 08:38:57 AM
Vanilla's actual endgame doesn't exist yet, so any mod that attempts to add its own version of an endgame now is going to be in a world of hurt (i.e. redoing everything) when vanilla finally gets around to it.  If it were trivial to make pressing, player-driving endgame content, it wouldn't be such a big deal—but that kind of content is extremely challenging and time-consuming to create.

For reference, I work full time.  I can work on Starsector mods maybe a couple of hours at a time, if I get to it at all on a given day.  So it has taken me well over a month to only get about one third (maybe charitably 2/5) of the way through a full-sized story quest.  Just one quest.  It's not even an endgame quest and doesn't really add meta-level game mechanics; it's just a standard content quest, albeit a large, particularly open-ended and dynamic one.  And I'm hardly what one could call a novice modder.

As a result, it's a matter of extreme impracticality to focus efforts on most types of endgame content.  Doing it anyway, knowing that you're going to have to throw away months of work, is a measure that few are willing to take.
Thanks for your great efforts. I think many people would be happy with a compatibility update of the Ship/Weapon Pack with the quests temporarily disabled.
Title: Re: Why do most mods have to make the game easier?
Post by: CrixM on June 01, 2021, 05:05:05 AM
IDK I'm pretty sure that with all the mods I have installed pirate encounters are FAR more deadly, even with the garbage filler they still get like spades and sidecars.
Title: Re: Why do most mods have to make the game easier?
Post by: lethargie on June 02, 2021, 07:04:15 AM
I think this is the most important bit that's left to figure out because it's quite important. In my vision, factions should either harass you for "pirating" their blueprints (unless you legitimately acquired bp's from said faction somehow) or forbid finding some faction-specific BP's altogether. Again, the problem is very clear, I don't want quality of my suggested solutions to undermine its importance.
Except none of them are "their" blueprints, they're all just from before the fall that they happened to have access to.

By that logic most of the planets and stations the various factions hold aren't theirs either, they just snatched them up when everything went to ***.
I don't think historical accuracy is of any importance for a faction claiming a BP as theirs, all that matters is if they can enforce their claim.

Not that I think this would work particularly well. If I'm fielding enough ships of a type a faction considers theirs to make them go after me I'm probably powerful enough to shrug off whatever they send. Still, it could add some flavor and probably wouldn't ruin the experience for anyone.

Except a lot of the ship are not build, they are salvaged. What is the hegemony going to do, shoot every shmuck that drag a hull from fringe space to the core? From what we see in vanilla, the core peace is tenuous as best, corruption is rampant and piracy is everywhere.
Title: Re: Why do most mods have to make the game easier?
Post by: Killian on June 02, 2021, 10:49:00 AM
I think this is the most important bit that's left to figure out because it's quite important. In my vision, factions should either harass you for "pirating" their blueprints (unless you legitimately acquired bp's from said faction somehow) or forbid finding some faction-specific BP's altogether. Again, the problem is very clear, I don't want quality of my suggested solutions to undermine its importance.
Except none of them are "their" blueprints, they're all just from before the fall that they happened to have access to.

By that logic most of the planets and stations the various factions hold aren't theirs either, they just snatched them up when everything went to ***.
I don't think historical accuracy is of any importance for a faction claiming a BP as theirs, all that matters is if they can enforce their claim.

Not that I think this would work particularly well. If I'm fielding enough ships of a type a faction considers theirs to make them go after me I'm probably powerful enough to shrug off whatever they send. Still, it could add some flavor and probably wouldn't ruin the experience for anyone.

Except a lot of the ship are not build, they are salvaged. What is the hegemony going to do, shoot every shmuck that drag a hull from fringe space to the core? From what we see in vanilla, the core peace is tenuous as best, corruption is rampant and piracy is everywhere.

All it would really lead to is players stashing the mothballed hulls they find in one of the abandoned bases or another safe/neutral location's Storage until they're confident they can ward off the grubby hands of overzealous military/corporate agents trying to "reclaim" "their" property, anyway. Ed: And come to think of it, surely this kind of interaction would lead to constant rep reduction pings, which would just be terrible in general. These prize ships can be enough of a headache to fully outfit early on anyway, so adding another reason that discourages players from experimenting with their new toy feels like a bad idea.

It would be better to make it a positive mechanic- something like AI Cores, where you can "donate" salvaged hulls to factions for a rep/credit boost, based on their condition/outfitting/subtype and such. A generic little shuttle that's half-beat up won't net you much, but if you turn in a pristine XIV Onslaught to Chicomoztoc then the Hegemony will be very grateful. It could also give you a reason to salvage the ships of deserters and haul them back rather than break everything.
Title: Re: Why do most mods have to make the game easier?
Post by: SafariJohn on June 02, 2021, 11:06:43 AM
That is a cool idea.
Title: Re: Why do most mods have to make the game easier?
Post by: Kenshkrix on June 02, 2021, 05:12:11 PM
It would be better to make it a positive mechanic- something like AI Cores, where you can "donate" salvaged hulls to factions for a rep/credit boost, based on their condition/outfitting/subtype and such. A generic little shuttle that's half-beat up won't net you much, but if you turn in a pristine XIV Onslaught to Chicomoztoc then the Hegemony will be very grateful. It could also give you a reason to salvage the ships of deserters and haul them back rather than break everything.
This actually sounds like a great mechanic, restoring old wrecks and bringing them back to their respective factions in exchange for some credits and reputation.
It would have to be calibrated accurately, but if it paid just the right amount it would be an interesting addition to the scavenger/salvager playstyle without throwing things out of balance.
A lot more involved than just scrapping everything, but if it paid a similar amount (or perhaps a bit more) then the reputation boost would be worth the hassle earlier on in a campaign.