Fractal Softworks Forum

Starsector => General Discussion => Blog Posts => Topic started by: Alex on September 01, 2022, 10:19:00 AM

Title: Hostile Activity
Post by: Alex on September 01, 2022, 10:19:00 AM
Blog post here (https://fractalsoftworks.com/2022/09/01/hostile-activity/).
Title: Re: Hostile Activity
Post by: Timid on September 01, 2022, 10:40:16 AM
This is great for Commerce!

Would NPC Commerce provide semi-permanent bounties as well or not really because the faction already do that?
Title: Re: Hostile Activity
Post by: Alex on September 01, 2022, 10:43:19 AM
Would NPC Commerce provide semi-permanent bounties as well or not really because the faction already do that?

This is player-colony-only, yeah - as you note, the regular faction-system bounties already do that, more or less.
Title: Re: Hostile Activity
Post by: Igncom1 on September 01, 2022, 10:47:29 AM
Huh we were all just discussing stuff like this! Sounds pretty nice, looks like it'll tie in nicely with the contact and bar mission system as well.
Title: Re: Hostile Activity
Post by: Ishman on September 01, 2022, 10:50:15 AM
Event Progress: By your actions of excavating, assembling the blueprints for, and building - a Domain Era Star Siphon, +50 points added to the Event "The Stars go Dim."

Great to see more hooks for mods to add ways to interact with their content that aren't just hostiling them. Also I'm personally a fan of more menus to traverse, but woe betide the average starsector player who's going to encounter more dreaded Reading. I also don't envy when you get back to setting up new player onboarding Alex, with how people prefer to click past tutorial popups.
Title: Re: Hostile Activity
Post by: robepriority on September 01, 2022, 10:51:11 AM
Isn't a 40% accessibility penalty much harsher than the current pirate/luddic activity modifiers?
Title: Re: Hostile Activity
Post by: Grievous69 on September 01, 2022, 10:54:25 AM
Oh this sounds really cool, much more interesting and interactable than current super random "you'll be getting a visit from x in y days". Which brings me to a question, does this replace faction expeditions? It looks like only pirates and Pathers are currently involved in the system, with no mention of expeditions. And what about Hegemony AI inspections?

Btw reading this, I got the feeling "oh there will be so much new stuff to learn in the next update". Don't know why, but my first reaction was being overwhelmed and confused. Then having looked and screenshots it seemed much more simpler than it first appeared. Later explanations helped out as well.

And daaaamn those multiple teases!
Title: Re: Hostile Activity
Post by: Jackundor on September 01, 2022, 10:54:56 AM
i think i'd kinda want to see faction hostilities reworked into these events too, but with the possibility to fizzle out naturally... or bc of player actions. Something where conflicts start as small skirmishes, escalates into some light raiding and then can build to a major raid, fizzle out, or just keep smoldering... either through "natural causes" or bc the player decided to steer the conflict one way or another

Current faction hostilities are just mostly nothing unless the factions share a system
Title: Re: Hostile Activity
Post by: SpacePoliticianAndaZealot on September 01, 2022, 10:57:57 AM
Very interesting system! I can already see how this could be utilized for creating organic-feeling endgame occurences  :)

Are there any plans for this system affecting non-player colonies? More specifically, could a player get "Events" like these affecting the colonies of a faction they're commisioned for, maybe with a slightly changed up set of options to reflect the fact? If not, could something like that be feasibly modded into the game?
Title: Re: Hostile Activity
Post by: tentafill on September 01, 2022, 11:01:46 AM
Made account 2 post this, to hopefully plant some kind of seed if it is not already

With regards to this:

Quote
To encourage the “fight the symptoms” approach, the Commerce industry adds a semi-permanent bounty to all of your systems, once the impact gets high enough – posted by the independent commercial interests that are operating in your systems. This both makes Commerce a more interesting pick (and, working on a few other things in that direction, but mum’s the word) and shows how other mechanics can tie into this system.

Maybe I am alone on this, but I personally make a point to *not* build commerce, I just don't like the idea of private  businesses running much of anything, it's fun headcanon. Anyway, it would be cool if there were some kind of tradeoffs to having commerce and not having commerce.

(I apologize if there already are; it has been a while since I have actually played Starsector, I just follow development nowadays)
Title: Re: Hostile Activity
Post by: Alex on September 01, 2022, 11:07:39 AM
Huh we were all just discussing stuff like this! Sounds pretty nice, looks like it'll tie in nicely with the contact and bar mission system as well.

It could, yeah. I'm thinking about how contacts might tie into this, but haven't really settled on anything that I actually like yet.


Event Progress: By your actions of excavating, assembling the blueprints for, and building - a Domain Era Star Siphon, +50 points added to the Event "The Stars go Dim."

Great to see more hooks for mods to add ways to interact with their content that aren't just hostiling them. Also I'm personally a fan of more menus to traverse, but woe betide the average starsector player who's going to encounter more dreaded Reading. I also don't envy when you get back to setting up new player onboarding Alex, with how people prefer to click past tutorial popups.

Haha! I'm not sure this is really more menus to traverse - it's more of an executive summary, or at least that's how it's intended.

Isn't a 40% accessibility penalty much harsher than the current pirate/luddic activity modifiers?

Pirate Activity goes up to 50% right now.


Oh this sounds really cool, much more interesting and interactable than current super random "you'll be getting a visit from x in y days". Which brings me to a question, does this replace faction expeditions? It looks like only pirates and Pathers are currently involved in the system, with no mention of expeditions. And what about Hegemony AI inspections?

Btw reading this, I got the feeling "oh there will be so much new stuff to learn in the next update". Don't know why, but my first reaction was being overwhelmed and confused. Then having looked and screenshots it seemed much more simpler than it first appeared. Later explanations helped out as well.

And daaaamn those multiple teases!

Right now, punitive expeditions are unchanged. Though I could see rolling them into this, possibly converting AI Inspections into their own Event, and so on. I feel like "Hostile Activity" is a good starting point, but I need to get a better feel for how this all shapes up. I have some specific ideas for what else might get factored in here, and how, but... we'll see. I think, again, the HA stuff is a good starting point/a good way to convert a self-contained chunk of functionality into this system, while leaving everything functional and not having, like, a required complete overhaul of all of the campaign stuff on my hands. Which is why, currently it's fairly self-contained!


i think i'd kinda want to see faction hostilities reworked into these events too, but with the possibility to fizzle out naturally... or bc of player actions. Something where conflicts start as small skirmishes, escalates into some light raiding and then can build to a major raid, fizzle out, or just keep smoldering... either through "natural causes" or bc the player decided to steer the conflict one way or another

Current faction hostilities are just mostly nothing unless the factions share a system

Hmm, possibly? Though I'm not immediately seeing how a web of faction relationships/hostilities would get mapped onto an event progress bar.

Are there any plans for this system affecting non-player colonies? More specifically, could a player get "Events" like these affecting the colonies of a faction they're commisioned for, maybe with a slightly changed up set of options to reflect the fact? If not, could something like that be feasibly modded into the game?

Nothing I'd call "plans", no, though something like that is a possibility and could definitely be modded in.

Maybe I am alone on this, but I personally make a point to *not* build commerce, I just don't like the idea of private businesses running much of anything, it's fun headcanon. Anyway, it would be cool if there were some kind of tradeoffs to having commerce and not having commerce.

(I apologize if there already are; it has been a while since I have actually played Starsector, I just follow development nowadays)

Hi! Well, Commerce takes up an industry slot, so there's already a tradeoff there. I'd imagine that making that tradeoff bigger would involve making the impact of those industries bigger and more interesting, sort of how Commerce gets this "permanent bounty" benefit.
Title: Re: Hostile Activity
Post by: SCC on September 01, 2022, 11:08:28 AM
This is an upgrade over the current "you just get attacked lmao" system, but at the same time I can't say it has bothered me much anyway. I would be much more interested with endgame uses for this feature.
I hope the best Stellaris situation will make it in!
(https://static.fandomspot.com/images/06/40215/01-ai-related-incidents-situation-stellaris-screenshot.jpg)
[close]
Title: Re: Hostile Activity
Post by: Igncom1 on September 01, 2022, 11:10:55 AM
"Does this unit have a soul?"

"Yes 03, we all have souls. You ask me every Monday morning..."
Title: Re: Hostile Activity
Post by: SCC on September 01, 2022, 11:15:23 AM
Hi! Well, Commerce takes up an industry slot, so there's already a tradeoff there. I'd imagine that making that tradeoff bigger would involve making the impact of those industries bigger and more interesting, sort of how Commerce gets this "permanent bounty" benefit.
I missed this - I'm a big enough fan of this kind of approach to industries to make a separate post about it. Currently, almost all industries are about making money and >only< about making money - save for Heavy Industry, which you want to get and upgrade perhaps sooner than other industries, because it doesn't just earn you money, it makes ships and weapons and fighters you can have way more fun with, than just money! I know it's unreasonable to expect all the industries to have the same impact as Heavy Industry, but something will definitely be better than nothing.
Title: Re: Hostile Activity
Post by: Harmful Mechanic on September 01, 2022, 11:25:37 AM
This is looking absolutely great - I'm looking forward to the way this is going to play out in the vanilla game, let alone that I'm slightly giddy at how much work it's going to save me on the backend with my planned mod content.

I'm also really looking forward to seeing what sorts of rich midgame content this can add - it seems like this is going to make the stretch of the game between establishing your first colony and hitting a big endgame fleet and a secure colony or group of colonies, really satisfying and challenging.
Title: Re: Hostile Activity
Post by: SafariJohn on September 01, 2022, 11:30:25 AM
Quote
there’s a further event stage – at around the halfway mark – where “increased defenses” further slow event progress.

This is a clever use of the system.
Title: Re: Hostile Activity
Post by: Jackundor on September 01, 2022, 11:34:37 AM

i think i'd kinda want to see faction hostilities reworked into these events too, but with the possibility to fizzle out naturally... or bc of player actions. Something where conflicts start as small skirmishes, escalates into some light raiding and then can build to a major raid, fizzle out, or just keep smoldering... either through "natural causes" or bc the player decided to steer the conflict one way or another

Current faction hostilities are just mostly nothing unless the factions share a system

Hmm, possibly? Though I'm not immediately seeing how a web of faction relationships/hostilities would get mapped onto an event progress bar.


hmm, i hadn't even though of non-hostile relationships factoring into it, although it probably makes more sense. Well, hopefully you'llget some useful ideas that you can turn into content out of this train of thought.

i'd particulary like something that increases the amount and variety of inter faction combat, and thus the amount an variety of combat encounters the player can engage in. Plus some non combat interactions that could be enabled, like engaging in war profiteering or trying to avert a conflict to protect your financial interests (though that woukd maybe require being hostile with a faction to be a bigger deal that affects trade and marketshare more)
Title: Re: Hostile Activity
Post by: Alex on September 01, 2022, 11:43:38 AM
This is an upgrade over the current "you just get attacked lmao" system, but at the same time I can't say it has bothered me much anyway.

Yeah, that's not the major reason for doing this, though I think it's interesting design-wise. The bigger things are adding a bunch of interaction/content to resolving the causes (which I don't want to dig into because spoilers), and making it easy to extend with other types of activity (for which I have some specific ideas, but don't want to get into because too much of it is up in the air, including whether it makes it into the next update).

"Does this unit have a soul?"

"Yes 03, we all have souls. You ask me every Monday morning..."

(I did not understand that reference.)


I missed this - I'm a big enough fan of this kind of approach to industries to make a separate post about it. Currently, almost all industries are about making money and >only< about making money - save for Heavy Industry, which you want to get and upgrade perhaps sooner than other industries, because it doesn't just earn you money, it makes ships and weapons and fighters you can have way more fun with, than just money! I know it's unreasonable to expect all the industries to have the same impact as Heavy Industry, but something will definitely be better than nothing.

I'll just say, we're very much on the same page here.


This is looking absolutely great - I'm looking forward to the way this is going to play out in the vanilla game, let alone that I'm slightly giddy at how much work it's going to save me on the backend with my planned mod content.

I'm also really looking forward to seeing what sorts of rich midgame content this can add - it seems like this is going to make the stretch of the game between establishing your first colony and hitting a big endgame fleet and a secure colony or group of colonies, really satisfying and challenging.

Thank you! Working on something that probably qualifies as midgame content as we speak, actually :)

Quote
there’s a further event stage – at around the halfway mark – where “increased defenses” further slow event progress.

This is a clever use of the system.

:D

i'd particulary like something that increases the amount and variety of inter faction combat, and thus the amount an variety of combat encounters the player can engage in. Plus some non combat interactions that could be enabled, like engaging in war profiteering or trying to avert a conflict to protect your financial interests (though that woukd maybe require being hostile with a faction to be a bigger deal that affects trade and marketshare more)

Yep, I hear you, that all makes a lot of sense.
Title: Re: Hostile Activity
Post by: AcaMetis on September 01, 2022, 11:47:17 AM
Definitely looks like an interesting system. My only question is how many knobs/buttons it has in the settings.json, say if I wanted to make Military Bases matter more or less. How easy would it be to do that (given that my modding skills...well, put politely "don't exist" ::))?
Title: Re: Hostile Activity
Post by: braciszek on September 01, 2022, 11:48:58 AM
This makes me more suspicious about the possible implementation of content from a certain faction file, especially if we starting to talk about the endgame...

Are we getting closer to the implementation of function for the mysterious Orders tab?

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Title: Re: Hostile Activity
Post by: Wyvern on September 01, 2022, 11:59:02 AM
Oh, this is interesting, yes!

...But also kindof weird. Pirate and Pather activity is all lumped together now? I can get Pather sabotage because I let a Pirate base operate for too long rather than because I'm using too many AI cores and domain artifacts? What happens when someone tries to mod in Remnant raids due to AI core use, or some other faction's raids due to specific mod-added industry items - how does that interact with the current possibilities?

I will note, though, that - at least for me - the current game has a very very strong impetus towards putting all of my colonies in a single star system (that has a gate*). The changes you've outlined here help mitigate some of that... but without faction expeditions and hegemony inspections getting similar treatment I'm still going to want to make sure that I have all of my proverbial eggs in a single convenient-to-reach-and-full-of-patrol-HQs basket.

____
* It's a bit tangential, but having the Hypershunt Tap (or even some new related item) create a connection to the gate network would be a really nice end-game option. I mean, the game lore outright tells us that the point of those things was to power the gates! Right now, a single extra industry on one planet is... not really worth the hassle. On the other hand, being able to connect your system to the gate network? That would open up a lot more freedom for the player in terms of having a convenient home base, being able to get back in time to deal with raids/expeditions... and make multi-system player factions a bit more practical with easy transit from one system to another.
Title: Re: Hostile Activity
Post by: Alex on September 01, 2022, 12:12:57 PM
Definitely looks like an interesting system. My only question is how many knobs/buttons it has in the settings.json, say if I wanted to make Military Bases matter more or less. How easy would it be to do that (given that my modding skills...well, put politely "don't exist" ::))?

Some. For the values you're interested in, they're exposed as static variables in the HADefensiveMeasuresFactor class. Moddable with low modding skills, but not non-existent :)


Are we getting closer to the implementation of function for the mysterious Orders tab?

Hmm! (Getting closer, yes. Details still somewhat TBD, as is the actual "when".)


Oh, this is interesting, yes!

...But also kindof weird. Pirate and Pather activity is all lumped together now? I can get Pather sabotage because I let a Pirate base operate for too long rather than because I'm using too many AI cores and domain artifacts? What happens when someone tries to mod in Remnant raids due to AI core use, or some other faction's raids due to specific mod-added industry items - how does that interact with the current possibilities?

I think conceptually the way to look at it is that the different contributing factors all help create windows of opportunity for the other factors to exploit.

By "mod in", you mean as part of Hostile Acivity, right? If so, then that'd just be one more possible outcome that might get rolled when the randomized final stage gets rolled.


I will note, though, that - at least for me - the current game has a very very strong impetus towards putting all of my colonies in a single star system (that has a gate*). The changes you've outlined here help mitigate some of that... but without faction expeditions and hegemony inspections getting similar treatment I'm still going to want to make sure that I have all of my proverbial eggs in a single convenient-to-reach-and-full-of-patrol-HQs basket.

Yeah, I get that. This is part of a general set of changes that should encourage spreading colonies around (in fact, working on another thing that contributes here) and I also have some notes on removing/mitigating current factors that encourage just-one-system; punitive expeditions feature in those. A bit outside the scope for this blog post, though.


* It's a bit tangential, but having the Hypershunt Tap (or even some new related item) create a connection to the gate network would be a really nice end-game option. I mean, the game lore outright tells us that the point of those things was to power the gates! Right now, a single extra industry on one planet is... not really worth the hassle. On the other hand, being able to connect your system to the gate network? That would open up a lot more freedom for the player in terms of having a convenient home base, being able to get back in time to deal with raids/expeditions... and make multi-system player factions a bit more practical with easy transit from one system to another.

Thank you for the suggestion, noted!
Title: Re: Hostile Activity
Post by: Twilight Sentinel on September 01, 2022, 12:41:12 PM
It might be interesting to use this sort of thing for positive events too.  Just as hostile relations with major factions could lead to punitive expeditions or Letters of Marque being issued against your colonies, positive relations with major factions could lead to greater accessibility, joint patrol efforts, lucrative trade deals, and special quest opportunities based specifically on your colonies.  Perhaps you can also get positive opportunities simply from having very wealthy and high population colonies.

A simple example of this sort of thing could be a short quest chain for a player with the AI ship skill which allows them to start manufacturing relic ships for colony defense and fleet use.
Title: Re: Hostile Activity
Post by: FooF on September 01, 2022, 01:12:43 PM
Very cool!

While I get this system is still in its infancy, the possibilities it opens up is breathtaking. I think I’m more excited about what it could be than what it is but I really like the idea your decisions, or lack thereof, have lasting consequences or making progress on an “event.”

Endgame stuff can be built off this and I would love to see multiple, mutually competing, trees or tracks you could start going down once you hit a certain level of development. Gaining progress in one event stifles the progress in another, etc. but all lead to some major Sector-spanning event in one form or another. But as you describe the system as it is, there are milestones that would tell you that you’re getting close to points of no return or you’re about to trigger something that will permanently impact future events. This keeps a player sandboxing from unintentionally going off the deep end.

I am excited to see the new pirate/pather interactions and where they take me. This does feel like more mid-game content, which I’m glad for. I’m afraid that if system is well-received, you’ll have a lot of people asking for punitive expeditions to get the same treatment. I hope you’re not a victim of your own success in this!
Title: Re: Hostile Activity
Post by: Hexxod on September 01, 2022, 01:20:02 PM
Seems like a bit of a disconnect between threat and impact.

Each system has a low danger rating, but colony impact is considered to be extreme?

And why would every colony need to have heightened security to mitigate Luddic Path attacks, when they're only targeting one colony?
Title: Re: Hostile Activity
Post by: Nick XR on September 01, 2022, 01:34:44 PM
Could this system also encompass the "expeditionary fleets" sent because of your market share?    Maybe stuff with AI core usage and [REDACTED]?

Hmmm, I guess I want to see this shiny new toy applied to many of encounters that result in someone wanting to do something to you.  This gives the player a greater feeling of agency, great work Alex.
Title: Re: Hostile Activity
Post by: Megas on September 01, 2022, 02:00:10 PM
I avoid Commerce because the -3 stability hurts too much just for +25% (or +50% income).  I rather build a different industry or even go +1 colony over the limit and eat a -2 mismanagement penalty instead of eating -3 stability.

But what I dislike most about stability penalty from Commerce is it harms the NPC core worlds that are incapable of defending themselves from pirates if the player does not help.

If bounties from Commerce boost indie rep like a normal system bounty, then this can be useful for fixing indie rep (either after sat bombing an enemy world and/or raiding New Maxios one too many times for blueprints).


As for colonies, I mostly agree with Wyvern, although I like to have two systems (both with gates) on opposite sides of the core worlds to mitigate fuel and supply consumption.  It gets annoying traveling three-fourths across the sector to complete a mission or farm the most convenient red system in the game for Ordos.
Title: Re: Hostile Activity
Post by: Drazan on September 01, 2022, 02:51:39 PM
Love the new feature.
Dont like how panther and pirate is going to be boundled up into one. They should be separate somehow.
Title: Re: Hostile Activity
Post by: Alex on September 01, 2022, 03:39:35 PM
It might be interesting to use this sort of thing for positive events too.

Oh, absolutely! In fact I'm right now working on an "Event" that has positive effects :) Game-changing, top-tier-skill-impact level ones, at that.


While I get this system is still in its infancy, the possibilities it opens up is breathtaking. I think I’m more excited about what it could be than what it is but I really like the idea your decisions, or lack thereof, have lasting consequences or making progress on an “event.”

Endgame stuff can be built off this and I would love to see multiple, mutually competing, trees or tracks you could start going down once you hit a certain level of development. Gaining progress in one event stifles the progress in another, etc. but all lead to some major Sector-spanning event in one form or another. But as you describe the system as it is, there are milestones that would tell you that you’re getting close to points of no return or you’re about to trigger something that will permanently impact future events. This keeps a player sandboxing from unintentionally going off the deep end.

We're definitely thinking along similar lines!

I am excited to see the new pirate/pather interactions and where they take me. This does feel like more mid-game content, which I’m glad for. I’m afraid that if system is well-received, you’ll have a lot of people asking for punitive expeditions to get the same treatment. I hope you’re not a victim of your own success in this!

Hahah! I think I have a note for punitive expeditions - something along the lines of "keep the ones that are for making a colony in faction space, roll the other ones into HA" but we'll see. And I've written up what a Hegemony AI Inspection might look like as an event. No promises, though, it's very much a "we'll see". I'm aware of the impulse to re-do things in the shiny new way and want to make sure there are actually *good reasons* for it!

Could this system also encompass the "expeditionary fleets" sent because of your market share?    Maybe stuff with AI core usage and [REDACTED]?

Hmmm, I guess I want to see this shiny new toy applied to many of encounters that result in someone wanting to do something to you.  This gives the player a greater feeling of agency, great work Alex.

(Hahah! Wrote up the answer just above before reading this, and I think it touches on a lot of the same things.)

Seems like a bit of a disconnect between threat and impact.

Each system has a low danger rating, but colony impact is considered to be extreme?

Correct! They're intentionally fairly decoupled. Colony impact is more of a function of how long hostile activity has been neglected for, though it will tick up faster if there's more danger.

And why would every colony need to have heightened security to mitigate Luddic Path attacks, when they're only targeting one colony?

Probably because at that point - if it's gone unchecked long enough - their activity covers more than just one colony, if there's only one that has proper "cells". Or it might represent support your other colonies need to provide. Or additional security they need to perform on traffic to/from the targeted colony. Or whatever. It's pretty easy to come up with in-fiction justifications for it; the whole thing is fairly abstract.


Love the new feature.

Thank you!

Dont like how panther and pirate is going to be boundled up into one. They should be separate somehow.

They were already "bundled into one" in the sense they that impacted your colonies. Now, instead of "affecting your colonies negatively, but separately and with bespoke and hard to balance/etc effects" they just "fill up a bar that affects your colonies negatively". But the important things that made them distinct - fleets, raids/sabotage/etc - are still distinct. It's also organized in a way that makes it easier (i.e. readily possible) to add more stuff than just Pathers and pirates.
Title: Re: Hostile Activity
Post by: Juanajones on September 01, 2022, 04:46:15 PM
Great feature, good work Alex  ;D

As some others have said, excited to give Commerce a proper spin too.
Title: Re: Hostile Activity
Post by: Alex on September 01, 2022, 05:24:19 PM
Thank you! :D
Title: Re: Hostile Activity
Post by: Brainwright on September 01, 2022, 06:09:07 PM
You know, if I got my hands on this system, I'd be sorely tempted to map out a faction from it.  You know, use the system to keep track of relationships with various NPCs until certain event thresholds are reached.  It sounds like you could even add penalties for not doing certain things, like assisting in the defense of a planet.  I might even be able to limit the effects to certain systems where the player has been industrious.

I would even have a set of final events that would start whenever the player reached the end of the progression, chosen procedurally.  Some kind of narrative-defining event such as an AI Inspection of Culann or a titanic battle as Sindria raises some kind of slap-dash mega project that will turn Askonia into a mildly habital world after a couple hundred years of terraforming.

It's just a good concept.  Can't wait to get a better look at it.
Title: Re: Hostile Activity
Post by: Histidine on September 01, 2022, 06:17:40 PM
Does this mean the regular Pirate Activity condition with its -stab and -access is gone now, or at least no longer has that effects? What about the Pather cell's -1 stability passive?


Can a mod readily implement [a derivative of] the Hostile Activity intel item for NPC factions?

I was thinking about how I might port Nex raids/invasions against the player to occur as the top-tier outcome in the hostility system (possibly under a separate "Warfare" event rather than sharing the pirate/Pather one), then I thought it'd be good if I could maintain mechanical commonality with warfare between NPC factions. So these factions would gradually escalate from raids and other lesser actions to full-blown conquest. Whereas now it's something like "we have a few enemies and our domestic industry has just finished making a new hammer for us, pick someone to use it on".

Now that I think about it, do NPC factions now suffer any consequences from pirate/Pather activity?
(Thinking of Megas's complaints about major factions doing nothing while -3/-50% pirates bleed them dry, and the feature I specifically implemented in Nex in response)


Interesting items along the progress bar. Number 1, 2 and 4 look like growing levels of harassment fleets in system; 5 is the faction-specific "special", and from the Kites leaving a planet, I'm guessing 3 is a raid.
Mods can stick whatever item thresholds they want on the bar, I assume? (Though it could get visually crowded pretty fast!)
Title: Re: Hostile Activity
Post by: Twilight Sentinel on September 01, 2022, 06:33:07 PM
Doesn't commerce also add the open market to the planet?  That's a very useful tool when you're far away from the core and want to do trading.  Admittedly this is significantly less important with gates, especially considering you don't gain access to the superior black market.
Title: Re: Hostile Activity
Post by: Alex on September 01, 2022, 06:45:19 PM
You know, if I got my hands on this system, I'd be sorely tempted to map out a faction from it.  You know, use the system to keep track of relationships with various NPCs until certain event thresholds are reached.  It sounds like you could even add penalties for not doing certain things, like assisting in the defense of a planet.  I might even be able to limit the effects to certain systems where the player has been industrious.

I would even have a set of final events that would start whenever the player reached the end of the progression, chosen procedurally.  Some kind of narrative-defining event such as an AI Inspection of Culann or a titanic battle as Sindria raises some kind of slap-dash mega project that will turn Askonia into a mildly habital world after a couple hundred years of terraforming.

It's just a good concept.  Can't wait to get a better look at it.

Hmm, yeah - thinking about this a bit more, it could also make for an interesting commission mechanic, sort of progress that's parallel to your reputation with the faction, too. Lots of possibilities! Which also probably means lots of ways to overuse it; this'll be interesting to figure out :)


Does this mean the regular Pirate Activity condition with its -stab and -access is gone now, or at least no longer has that effects? What about the Pather cell's -1 stability passive?

Sort of - right now, Pirate Activity still used for non-player colonies (NPCs, heh?); this may or may not be a temporary state of affairs. Pather cell -1 stability is still there for the player.

Can a mod readily implement [a derivative of] the Hostile Activity intel item for NPC factions?

I don't see why not. I think it'd have to be fairly different, though, since "giving the player sort-of-missions to do around resolving hostile activity causes" is one of the primary points, it's just a very player-centric thing. I think one for NPC factions could get away being a highly simplified version. (Which, I might also look at at some point for vanilla. Just, for the moment, retaining Pirate Activity was simplest.)

Also having one of these per faction might get to be a bit much?


Now that I think about it, do NPC factions now suffer any consequences from pirate/Pather activity?
(Thinking of Megas's complaints about major factions doing nothing while -3/-50% pirates bleed them dry, and the feature I specifically implemented in Nex in response)

Well, reduction in ship quality/fleet size/etc. And whatever consequence from Pather sabotage (which no longer happens on NPC faction worlds, at least as of right now).

Interesting items along the progress bar. Number 1, 2 and 4 look like growing levels of harassment fleets in system; 5 is the faction-specific "special", and from the Kites leaving a planet, I'm guessing 3 is a raid.

#3 is "increased defenses", responsible for the green -10 progress lower down.

Mods can stick whatever item thresholds they want on the bar, I assume? (Though it could get visually crowded pretty fast!)

Yeah. Mods have fine grained control over the icon size and how far the icons are from the bar, too (down to the pixel, not picking from a bunch of presets).


Doesn't commerce also add the open market to the planet?  That's a very useful tool when you're far away from the core and want to do trading.  Admittedly this is significantly less important with gates, especially considering you don't gain access to the superior black market.

It does, yeah. It's just nice to add more special things to industries. I feel like ideally every industry would give you something that's exciting and fun and makes you really want to build it so you can engage with the mechanics it adds/promotes. Not sure how feasible that is in all cases, but, ideally!
Title: Re: Hostile Activity
Post by: Brainwright on September 01, 2022, 06:58:47 PM
Honestly, I think the highest hostility Pather event would be an anti-matter containment breach at the space port.  Nothing like a gamma-ray suntan to brighten your day.
Title: Re: Hostile Activity
Post by: Brainwright on September 01, 2022, 07:03:17 PM
You know, if I got my hands on this system, I'd be sorely tempted to map out a faction from it.  You know, use the system to keep track of relationships with various NPCs until certain event thresholds are reached.  It sounds like you could even add penalties for not doing certain things, like assisting in the defense of a planet.  I might even be able to limit the effects to certain systems where the player has been industrious.

I would even have a set of final events that would start whenever the player reached the end of the progression, chosen procedurally.  Some kind of narrative-defining event such as an AI Inspection of Culann or a titanic battle as Sindria raises some kind of slap-dash mega project that will turn Askonia into a mildly habital world after a couple hundred years of terraforming.

It's just a good concept.  Can't wait to get a better look at it.

Hmm, yeah - thinking about this a bit more, it could also make for an interesting commission mechanic, sort of progress that's parallel to your reputation with the faction, too. Lots of possibilities! Which also probably means lots of ways to overuse it; this'll be interesting to figure out :)

It's very interesting, because this system can be used to aggregate numerous tiny events into a palatable progress bar.
Title: Re: Hostile Activity
Post by: SonnaBanana on September 01, 2022, 07:10:56 PM
Loved it, Alex!

What about letting players set different levels of regulation for Commerce, less regulation gives a higher boost to income and higher negative stability?
Also can we have some patch notes please? Especially where HBL and Cybernetic Augmentation are concerned. :P

MOST IMPORTANTLY, will the event system be reused for new Tech Mining?
Title: Re: Hostile Activity
Post by: Harmful Mechanic on September 01, 2022, 09:43:30 PM
It might be time for me to start working on another icon builder PSD for this. It wouldn't be up to David's usual painterly standard, but we could set the floor a little higher.
Title: Re: Hostile Activity
Post by: Cenwulf on September 02, 2022, 01:02:18 AM
I really love this as a way of abstracting faction relationships and tensions in general, not just hostile activity.

Have you thought about integrating this with some sort of espionage mechanic?

The player could put resources into discovering the relationship/tensions status between two AI factions or an AI factions stance towards the player, how close they might be to an event like war, or on the opposite end maybe even forming an alliance, and give the player options to affect that relationship and push it one direction or the other.

An espionage system could also be a fun way to generate events to thwart an upcoming raid, for example by scattering a minor mustering point or disrupt supply lines by taking out a smaller station. Giving the player options to deal with the threat without having to take on the main pirate station or pirate fleet directly if they’re not quite capable of taking on such large threats yet.

Title: Re: Hostile Activity
Post by: Igncom1 on September 02, 2022, 02:21:42 AM
I wonder if this system will apply only to the player will there be global events that effect particular factions for various reasons? Such as the piracy and panther events?
Title: Re: Hostile Activity
Post by: Cyan Leader on September 02, 2022, 06:19:54 AM
Seems great, I'm really hoping this will provide a lot more different types of encounters during the mid/late game, as fighting a lot of pirates can get tiring.
Title: Re: Hostile Activity
Post by: Alex on September 02, 2022, 07:49:37 AM
Honestly, I think the highest hostility Pather event would be an anti-matter containment breach at the space port.  Nothing like a gamma-ray suntan to brighten your day.

Who's to say what that "spaceport operations disrupted for 180 days" doesn't mean they're just rebuilding it a couple of kilometers away from the crater? :)

It's very interesting, because this system can be used to aggregate numerous tiny events into a palatable progress bar.

Yes! That's one of the main things I really like about this, it's so easy to make a bunch of things instantly matter.


Loved it, Alex!

Thank you!

What about letting players set different levels of regulation for Commerce, less regulation gives a higher boost to income and higher negative stability?

Hmm, I feel like that's probably too fiddly. You've already made the choice to build Commerce, adding like 5 different flavors of that just dilutes that and encourages doing exact math to minimax it.

Also can we have some patch notes please? Especially where HBL and Cybernetic Augmentation are concerned. :P

At some point!

MOST IMPORTANTLY, will the event system be reused for new Tech Mining?

Who can say!


I really love this as a way of abstracting faction relationships and tensions in general, not just hostile activity.

Have you thought about integrating this with some sort of espionage mechanic?

The player could put resources into discovering the relationship/tensions status between two AI factions or an AI factions stance towards the player, how close they might be to an event like war, or on the opposite end maybe even forming an alliance, and give the player options to affect that relationship and push it one direction or the other.

An espionage system could also be a fun way to generate events to thwart an upcoming raid, for example by scattering a minor mustering point or disrupt supply lines by taking out a smaller station. Giving the player options to deal with the threat without having to take on the main pirate station or pirate fleet directly if they’re not quite capable of taking on such large threats yet.

Hi! Hmm - I'm not sure what that might look like, when expanded out to the possible set of all inter-faction relationships? You wouldn't want, like, 20+ of the things... it feels like it'd have to be a single Event, somehow...

Basically, my feeling is that this probably *could* be applied to a ton of things, but I want to be at least somewhat judicious regarding what exactly to apply it to, if you know what I mean. Suggestions/ideas are good, though, it helps think this through - so, thank you for that!


I wonder if this system will apply only to the player will there be global events that effect particular factions for various reasons? Such as the piracy and panther events?

Maybe? Nothing specifically planned there. I will say that Hostile Activity is very player-centric, focused as it is around giving the player a bunch of things to do.

Seems great, I'm really hoping this will provide a lot more different types of encounters during the mid/late game, as fighting a lot of pirates can get tiring.

It *should*, if not immediately - I'm not sure exactly when I'll be able to flesh it out with more encounter types (though, encountering the odd large Pather fleet in one of your systems already feels like a step forward in this regard), but ultimately that's the plan/hope, yeah!
Title: Re: Hostile Activity
Post by: Amoebka on September 02, 2022, 08:14:45 AM
Explicitly lumping all hostilities into one event feels odd, but I guess it's less busywork the player this way. Are Hegemony inspections a part of this event too? The post makes it seem punitive expeditions are gone, but surely our orange heroes won't stop being the blight upon the sector?

Quote
including some one-off special ship modifications
I hope it doesn't mean what I think it means.
Title: Re: Hostile Activity
Post by: Igncom1 on September 02, 2022, 08:17:39 AM
I guess it's so you get them one at a time rather then being absolutely dog piled by half of the sector at once?
Title: Re: Hostile Activity
Post by: Wyvern on September 02, 2022, 08:25:47 AM
encountering the odd large Pather fleet in one of your systems
This actually makes me a bit concerned - how is this going to interact with the existing trade shortage mechanics? Ever since the change to make trade shortages appear even when there wasn't an actual fleet lost, those have functioned as just a random un-mitigatable debuff that occasionally cripples important structures.

(For example, a supplies shortage can result in a planet's stability crashing as all of its defensive structures stop providing their full stability bonus. And there's nothing you can do about it - build all the military bases you like, sometimes the game just decides 'nope, you got pirated anyway'. Even if you're there - well, temporarily installing AI cores should help, but doesn't - yes, they reduce demand, but if there's a shortage going they also magically reduce the supply too, and for a large colony, just dropping the needed number of supplies yourself is... probably not something you've got cargo room for, nevermind the expense - since, unlike AI colonies, you don't get a nice simple 'resolve shortage by selling 2000 supplies' option. )

Adding extra hostile fleets in player systems seems like it would exacerbate this.
Title: Re: Hostile Activity
Post by: Alex on September 02, 2022, 09:11:26 AM
Explicitly lumping all hostilities into one event feels odd, but I guess it's less busywork the player this way. Are Hegemony inspections a part of this event too? The post makes it seem punitive expeditions are gone, but surely our orange heroes won't stop being the blight upon the sector?

I think it came up a couple of times in this thread already, but no, Hegemony inspections are not part of this :)


I guess it's so you get them one at a time rather then being absolutely dog piled by half of the sector at once?

That's part of it, yeah. Also making it more predictable/avertable.


encountering the odd large Pather fleet in one of your systems
This actually makes me a bit concerned - how is this going to interact with the existing trade shortage mechanics? Ever since the change to make trade shortages appear even when there wasn't an actual fleet lost, those have functioned as just a random un-mitigatable debuff that occasionally cripples important structures.
...
Adding extra hostile fleets in player systems seems like it would exacerbate this.

It doesn't really factor in, actually, or rather - it's not a substantial difference. The main difference is that you could actually mitigate this quite a lot by addressing the HA causes. ... actually, let me also make it dependent on overall event progress, so that these are much less likely at low progress - there, done.
Title: Re: Hostile Activity
Post by: Brainwright on September 02, 2022, 09:31:28 AM
Honestly, I think the highest hostility Pather event would be an anti-matter containment breach at the space port.  Nothing like a gamma-ray suntan to brighten your day.

Who's to say what that "spaceport operations disrupted for 180 days" doesn't mean they're just rebuilding it a couple of kilometers away from the crater? :)

That's what I always imagined!  I believed the reason the player gets to be in charge of these colonies is that they take charge of the spaceport that offloads the fuel from landing ships and stockpiles it safely.  It seems really necessary given how easily the fuel can be turned into a bomb.

All I'm really looking for in this system is adding some variability to the current system.  The randomized state of war we have now is actually rather homogeneous.  I want to be able to go out exploring for a year, come back to raze some pirate bases before they toast my colony, and then go out for another year.

It's the ability to commit to something long term, to plan.  If Hostile Activity provides that, I'll be hopping with joy.
Title: Re: Hostile Activity
Post by: FreonRu on September 02, 2022, 09:36:59 AM
Good day. As always unpredictable and very exciting, I foresee that the new game will be amazing.

But I still have a couple of questions:
1 I really like to create colonies in one system so that patrol fleets help each other. How will this new system work in such a case? Will the threat affect all colonies in the system at once?

2 Will the new system take hegemony inspection fleets into account? Sometimes you want to break the laws and use the core of artificial intelligence. And with the new system, it will be possible to understand to what level of suspicion will be minimal.
Title: Re: Hostile Activity
Post by: Delta_of_Isaire on September 02, 2022, 11:45:21 PM
The coming update just crossed the threshold where it is so much more awesome than the current release that I can't play the current release anymore.


Oh well. Back to romhacking Pokémon...
Title: Re: Hostile Activity
Post by: Cegorach on September 03, 2022, 12:36:05 AM

Currently, almost all industries are about making money and >only< about making money - save for Heavy Industry, which you want to get and upgrade perhaps sooner than other industries, because it doesn't just earn you money, it makes ships and weapons and fighters you can have way more fun with, than just money!...

Not to get too testicle, but almost all industries have a secondary or primary effect on centrally planning your economy.  The command centre buildings are also not about money but rather keeping your colony safe, as well as in house production of marines.  The reason i mention this is because I  don't think they're necessarily a curiousity but potentially somethings that may dovetail into more of the same mechanics.
Title: Re: Hostile Activity
Post by: SonnaBanana on September 03, 2022, 02:01:32 AM
2 Will the new system take hegemony inspection fleets into account? Sometimes you want to break the laws and use the core of artificial intelligence. And with the new system, it will be possible to understand to what level of suspicion will be minimal.


I think it came up a couple of times in this thread already, but no, Hegemony inspections are not part of this :)
Title: Re: Hostile Activity
Post by: Serenitis on September 03, 2022, 02:46:16 AM
This... Has possibilities.
So many of them.

unlike AI colonies, you don't get a nice simple 'resolve shortage by selling 2000 supplies' option.
You don't get one by default, but you do if you build Commerce.

This is one of the reasons I'd prefer if colonies automatically just have a market on them, or Commerce is split like patrol bases and the market is a structure that upgrades into the commerce industry. Because having a market on your colony is just so darn useful.
Also your colonies with a market show up in the best buy/sell lists (if they qualify). Which is rad.
Title: Re: Hostile Activity
Post by: FreonRu on September 03, 2022, 03:38:54 AM
SonnaBanana, thanks, I didn't read the entire comment thread.
Title: Re: Hostile Activity
Post by: Megas on September 03, 2022, 04:26:32 AM
unlike AI colonies, you don't get a nice simple 'resolve shortage by selling 2000 supplies' option.
You don't get one by default, but you do if you build Commerce.

This is one of the reasons I'd prefer if colonies automatically just have a market on them, or Commerce is split like patrol bases and the market is a structure that upgrades into the commerce industry. Because having a market on your colony is just so darn useful.
Also your colonies with a market show up in the best buy/sell lists (if they qualify). Which is rad.
So player needs to eat a -3 stability penalty, lose an industry slot, and have Open Market be the default screen instead of Storage (when viewing ships).  That is kind of lame.

I tried the option of using stockpiles to mitigate shortage, but it is a pain to set up (haul all the commodities to colony resources for every colony), and it seems not to fully restore income.  It is like there is an additonal (hidden) money cost (beyond commodity drain) to use stockpiles to fix a shortage.
Title: Re: Hostile Activity
Post by: Harmful Mechanic on September 03, 2022, 09:20:41 AM
Not to get too testicle,
wat

but almost all industries have a secondary or primary effect on centrally planning your economy.
I think, given the industry limitations, almost any industry that isn't a profit center is inevitably going to be concerned with producing a commodity or item that has more than just exchange value - so what will fix a lot of the issues with industries is likely to be 'more stuff to do in the world with commodities' (IE, you can't just spend credits to fix a food shortage; you have to have, and supply, food)
Title: Re: Hostile Activity
Post by: Candesce on September 03, 2022, 09:35:25 AM
(IE, you can't just spend credits to fix a food shortage; you have to have, and supply, food)
Hmm.

"I have a large amount of food production, you have a shortage. Would you appreciate a humanitarian convoy?"

Little mini-mission attached to the farming industry. You've got to escort a shipment, and in return for a few fights you get a chunk of rep with whoever you're sending the food to.
Title: Re: Hostile Activity
Post by: SafariJohn on September 03, 2022, 10:05:07 AM
have Open Market be the default screen instead of Storage (when viewing ships).  That is kind of lame.

Perhaps Storage should be the default screen instead of Open Market, and remove the one-time cost to opening storage.
Title: Re: Hostile Activity
Post by: Serenitis on September 03, 2022, 02:17:26 PM
So player needs to eat a -3 stability penalty, lose an industry slot, and have Open Market be the default screen instead of Storage (when viewing ships).  That is kind of lame.
If the market was a 'default', it would just exist with no other effects beyond existing. The Commerce industry would then be solely for the extra income, and the player still controls whether they build it (and suffer its effects) or not.
If Commerce was split, the structure would add the market and nothing else. No further effects. And as stated, upgrading it would turn it into the current industry.
And I'm sure it wouldn't be hard to make storage the default selection.

This isn't the first time I've explained this idea to you (and it probably won't be the last).
Title: Re: Hostile Activity
Post by: smithney on September 03, 2022, 02:29:16 PM
Basically, my feeling is that this probably *could* be applied to a ton of things, but I want to be at least somewhat judicious regarding what exactly to apply it to, if you know what I mean. Suggestions/ideas are good, though, it helps think this through - so, thank you for that!
I applaud this approach in the light of many suggestions that popped up around here. I'm not sure everyone posting here is familiar with how event tracks tend to play out in tabletop games and personally I can imagine getting quickly lost in too many of them, as pointed out in the blog. That said, unless I'm wrong, the only tracker available for the player to overview will be the Hostile Activity, which is meant to facilitate player choice. I'm looking forward to experience the ways you decided to employ the track mechanic, overtly or not :P

Regarding the 'Player Choices' paragraphs, I'm getting "iron triangle" vibes from the way you described them (i.e. causal X frequent X intermittent solution). I'm just afraid players might force themselves into the causal approach if it feels like it's the "correct" one. Also, I feel like I personally would quickly get tired of the causal one if it leans too heavily on narrative. Thinking of the more narrative-leaning Sebastyen repeat missions as an example.

Regarding different types of hostile activity, I think Hegemony and the Diktat are both poised for being represented by it in some way. I'm not sure how and if it would suit the League and the Church as well, at this point I'm thinking that not all factions would resort primarily to combat to resolve their issues.
Title: Re: Hostile Activity
Post by: Schwartz on September 03, 2022, 10:50:08 PM
Purely from a fun standpoint, it's always more fun for me to have rare but threatening events rather than having their frequency increase, for example when I have a bunch of colonies that require babysitting. There could be cases of pirate activity being coordinated by the same group of misfits so that effective counters also have an impact beyond a single system.

Yeah, it's odd that Pathers and Pirates are lumped together now. Terrorism is a fun idea that could be very different from trading lane and colony raids. Maybe an opportunity for the player to sink some of his cash flow into; paying informants, uprooting spies and keeping the colony safe with higher safety expenditures. This could help reduce the runaway income of the late game colony stage, esp. with players who do use AI cores liberally and generate the most cash.
Title: Re: Hostile Activity
Post by: smithney on September 04, 2022, 01:29:59 AM
Yeah, it's odd that Pathers and Pirates are lumped together now. Terrorism is a fun idea that could be very different from trading lane and colony raids. Maybe an opportunity for the player to sink some of his cash flow into; paying informants, uprooting spies and keeping the colony safe with higher safety expenditures. This could help reduce the runaway income of the late game colony stage, esp. with players who do use AI cores liberally and generate the most cash.
I'd disagree. If anything, threats to society tend to have a compound effect even in real life. It makes sense from a QoL viewpoint to have only a single tracker as Alex wrote. It also makes sense that internal security takes care of all threats regardless of their origin, even if methods of dealing with each differ case to case. I agree that the mechanic sounds like a fantastic potential lever to curb the runaway economy. At the same time, I'd dislike being overwhelmed by colony micromanagement unless I was actually asking for it.
Title: Re: Hostile Activity
Post by: FreonRu on September 04, 2022, 01:56:28 AM
One more question.
If you improve relations with pirates and Luddics (well, for example, by trading or research tasks), will the raids continue? Or after the relationship becomes friendly, then there will be no attacks?
Title: Re: Hostile Activity
Post by: Schwartz on September 04, 2022, 12:55:41 PM
Methods, goals, threats are just vastly different. Pirates send raiding fleets, Pathers have sleeper terrorist cells. You don't fix both the same way. One is an issue of spy agencies, the other of military presence. Or more broadly, one is an issue of planetside security, the other of space superiority. Highlighting these differences to add variety is one way to go, merging everything into a single threat-o-meter is another. It depends on what that actually means and how we're dealing with it.
Title: Re: Hostile Activity
Post by: SafariJohn on September 04, 2022, 01:09:57 PM
Comparison:

Pirates:
- inflict negative market condition you can't get rid of
- operate from a space station in a different system
- spawn small raider fleets around your system
- send large raids
- cause industry disruptions if raid is successful


Pathers
- inflict negative market condition you can get rid of (by not using cores)
- operate from a space station in a different system
- spawn small raider fleets around your system
- send smugglers
- cause industry disruptions if smugglers are successful


There are a lot of similarities. I can see why Alex wants to merge them into one system.
Title: Re: Hostile Activity
Post by: Schwartz on September 04, 2022, 01:17:03 PM
Ah right, I forgot about the smuggler part. In an earlier game I actually sat around the hyperspace point to my colony and interrogated approaching smugglers, that was fun. There's right now no clear indication that we should do anything hands-on about the Pathers except find and destroy their bases. The terrorist cells are a "danger" icon in the colonies and they lead the player (at least me) to believe that the terrorist cell is the actual threat, and logistical support just the means by which the switch gets flicked once in a while.

But yes you're right. If that remains the only means for Pathers to go active, having them dealt with the same way is reasonable. I was thinking of how to actually handle terrorists planetside, as that would be a reasonable goal if we actually want to make our colonies safer.
Title: Re: Hostile Activity
Post by: Alex on September 04, 2022, 01:29:34 PM
But I still have a couple of questions:
1 I really like to create colonies in one system so that patrol fleets help each other. How will this new system work in such a case? Will the threat affect all colonies in the system at once?

Yes. So it's a bit worse at lower levels of threat - all of your colonies will be affected, rather than just one in the most-threatened system. It would still help in the event of a pirate raid, though.

The coming update just crossed the threshold where it is so much more awesome than the current release that I can't play the current release anymore.

Hahah! Sorry :)


It is like there is an additonal (hidden) money cost (beyond commodity drain) to use stockpiles to fix a shortage.

It's detailed in several of the relevant tooltips!


That said, unless I'm wrong, the only tracker available for the player to overview will be the Hostile Activity, which is meant to facilitate player choice. I'm looking forward to experience the ways you decided to employ the track mechanic, overtly or not :P

At the moment, but I'd imagine there will be more! Just... hopefully not like, 20 more - at least, not all at the same time :)

Regarding the 'Player Choices' paragraphs, I'm getting "iron triangle" vibes from the way you described them (i.e. causal X frequent X intermittent solution). I'm just afraid players might force themselves into the causal approach if it feels like it's the "correct" one. Also, I feel like I personally would quickly get tired of the causal one if it leans too heavily on narrative. Thinking of the more narrative-leaning Sebastyen repeat missions as an example.

Ah, interesting - not familiar with the iron triangle idea. But yeah, I get what you're saying re: resolving it; I think some players will probably feel the need to address the causes. They're not too heavily narrative, btw - it's a cool kind of story thing, but it's not something where you need to run around a whole lot, and at least some of them involve some sort of challenge.

Regarding different types of hostile activity, I think Hegemony and the Diktat are both poised for being represented by it in some way. I'm not sure how and if it would suit the League and the Church as well, at this point I'm thinking that not all factions would resort primarily to combat to resolve their issues.

Yeah, a bunch of stuff to consider there; I hear what you're saying.


Purely from a fun standpoint, it's always more fun for me to have rare but threatening events rather than having their frequency increase, for example when I have a bunch of colonies that require babysitting. There could be cases of pirate activity being coordinated by the same group of misfits so that effective counters also have an impact beyond a single system.

Yep, that makes sense.

One more question.
If you improve relations with pirates and Luddics (well, for example, by trading or research tasks), will the raids continue? Or after the relationship becomes friendly, then there will be no attacks?

The Path currently doesn't send raids. And... some of the resolutions for pirate activity involve improving your relationship with pirates, but not in the "make the relationship bar go up" way.


Methods, goals, threats are just vastly different. Pirates send raiding fleets, Pathers have sleeper terrorist cells. You don't fix both the same way. One is an issue of spy agencies, the other of military presence. Or more broadly, one is an issue of planetside security, the other of space superiority. Highlighting these differences to add variety is one way to go, merging everything into a single threat-o-meter is another. It depends on what that actually means and how we're dealing with it.

That makes sense. The main thing is that a lot of the fun gameplay involves space superiority - i.e. actually fighting stuff. So countering things is naturally going to lean in that direction. There's just less fun to be had in "planetside security" - what does that become, making a building/paying some credits? Which, I mean, can be fine at times! But there's all these Luddic Path ships, and fighting more of them and a few less pirates is good for variety. Basically, it's an excuse to blow up some Pather ships; if it gets a bit thin, ah, well!

(And btw, the Pather Sabotage outcome makes it clear that one way to avert it is to deal with the base that's supporting the cells on your colony.)
Title: Re: Hostile Activity
Post by: BigBrainEnergy on September 05, 2022, 08:12:36 AM
It'd be cool to see this system represent inter-faction hostilities. Obviously you don't wanna go overboard with events, but I think it can be covered with just two: one for hostility to the player, and one for war between all the factions.

You could use the current relationship system as the tool for filling up the "war" meter, so for each faction that has a hostile relationship with another it fills up the war event bar every month. This could eventually culminate in a war that engulfs the sector, with smaller skirmishes at lower levels. You would then have the option of causing trouble (false flag operations maybe?) if you want war, or mending the relationships between factions if you want peace.

The player one would fill up based on the number of factions that have a negative relationship with you (as well as some other market factors), and when it fills all the way up one of those factions sends an expedition at you.
Title: Re: Hostile Activity
Post by: Jackundor on September 05, 2022, 11:13:03 PM

Yeah, I get that. This is part of a general set of changes that should encourage spreading colonies around (in fact, working on another thing that contributes here) and I also have some notes on removing/mitigating current factors that encourage just-one-system; punitive expeditions feature in those. A bit outside the scope for this blog post, though.

hm, idk about this... i kinda would just not colonize if it was suboptimal to have all my colonies in one system, but i also don't get more than 2-3 colonies...
How would this affect things, would it encourage systems with just one colony or would it encourage having only a few colonies in a system instead of colonizing every single planet or what?
Title: Re: Hostile Activity
Post by: smithney on September 05, 2022, 11:51:41 PM
Regarding the 'Player Choices' paragraphs, I'm getting "iron triangle" vibes from the way you described them (i.e. causal X frequent X intermittent solution).

Ah, interesting - not familiar with the iron triangle idea.
Oh wow, that's not what I expected to hear from you :D I'm sure you just know it by a different name. But anyway, what I'm talking about is the "iron triangle" of project management: when balancing costs, speed and quality, at best one can usually secure two of these parameters, but almost never all three of them (e.g. you can have a well-built house made quickly, but it's likely gonna cost you a fortune).

In Hostile Activity's case, the triangle might look like interaction, combat and longevity of the solution: Don't wanna fight? - Gotta interact with the threats often, if not lethally (trade? missions? securing merc contracts?); Solving stuff isn't your cup of tea? - Sure, I just hope you really like fighting, 'cause you're in for a lot (variable fights? variable locations? variable circumstances?); Wanna deal with the threats as little as possible? - Make sure to get to the core of the problem and strike where it hurts the most (investigation? securing allies? -> showdown?).

Also, I feel like I personally would quickly get tired of the causal one if it leans too heavily on narrative. Thinking of the more narrative-leaning Sebastyen repeat missions as an example.

They're not too heavily narrative, btw - it's a cool kind of story thing, but it's not something where you need to run around a whole lot, and at least some of them involve some sort of challenge.
Cool :D Love to hear that.

That said, unless I'm wrong, the only tracker available for the player to overview will be the Hostile Activity,

At the moment, but I'd imagine there will be more! Just... hopefully not like, 20 more - at least, not all at the same time :)
Another thing I wasn't expecting to hear. But I'm confident you will know when it's going to be worth it. At worst, the community will let you know ^^

Anyway thanks for the response!
Title: Re: Hostile Activity
Post by: Sussy AI Core on September 06, 2022, 08:57:46 AM
Looks very interesting! I like the idea of Tri-Tachyon in particular taking offense to my market share, seeing as they're a corporation.

Speaking of combat around planets, a bit of a pet peeve of mine is how lightly defended some of the major Core World systems seem to be. I would expect there to be fleets of capital ships patrolling around the Aztlan system, because it's the main system of the sector's dominant power. I'm fine with systems like Mayasura or Yma being lightly defended, but I think that Aztlan, Hybrasil, and maybe Samarra and Thule should be swarming with warfleets and should basically be immune to pirate raids. Askonia is actually in a good place in regards to defenses, in my opinion.

Anyways I always like reading your updates!
Title: Re: Hostile Activity
Post by: Sly on September 06, 2022, 05:29:59 PM
It's great that "Hostile Activities" are tracked through a report that's easily glanced through and dismissed, but I find it leaves something missing.

At the level of large interstellar business and/or empire, you would expect to have at least an adjutant with their own subordinates who handle the affairs of your organization - like your bridge officers, except on a larger scale. Ideally, a competent leader would manage those subordinates themselves, providing some much-needed flavor.

A human (or human-adjacent) theater makes a big difference, like a Commander Hayes, or the talking heads from Sim City 2. In fact, every instance of "SC 2" I can think of had talking heads that managed organizational affairs, and the benefit to the perspective of the player was significant, at the very least.

Food for thought.
Title: Re: Hostile Activity
Post by: SonnaBanana on September 07, 2022, 01:30:44 AM
Have there been changes to skills and industries to accommodate the new system?
Title: Re: Hostile Activity
Post by: Alex on September 07, 2022, 08:42:02 AM
It'd be cool to see this system represent inter-faction hostilities. Obviously you don't wanna go overboard with events, but I think it can be covered with just two: one for hostility to the player, and one for war between all the factions.

You could use the current relationship system as the tool for filling up the "war" meter, so for each faction that has a hostile relationship with another it fills up the war event bar every month. This could eventually culminate in a war that engulfs the sector, with smaller skirmishes at lower levels. You would then have the option of causing trouble (false flag operations maybe?) if you want war, or mending the relationships between factions if you want peace.

The player one would fill up based on the number of factions that have a negative relationship with you (as well as some other market factors), and when it fills all the way up one of those factions sends an expedition at you.

Yep, that sort of thing could definitely work, and combining it into a single bar (rather than per-faction-pairing) seems like it'd be a good idea. Same general comment re: trying to be judicious about where to actually employ this, but also appreciating the ideas -  it's interesting to think about, and it definitely needs it, too!


hm, idk about this... i kinda would just not colonize if it was suboptimal to have all my colonies in one system, but i also don't get more than 2-3 colonies...

That just depends on what the incentives are, doesn't it? Unless you just feel strongly RP-wise about having all your stuff in one system.

How would this affect things, would it encourage systems with just one colony or would it encourage having only a few colonies in a system instead of colonizing every single planet or what?

It's less about that and more about there being some benefits to having a colony in the area, which would encourage you to have colonies spread around at convenient locations. It's about making the "where" matter a bit more.

Oh wow, that's not what I expected to hear from you :D I'm sure you just know it by a different name. But anyway, what I'm talking about is the "iron triangle" of project management: when balancing costs, speed and quality, at best one can usually secure two of these parameters, but almost never all three of them (e.g. you can have a well-built house made quickly, but it's likely gonna cost you a fortune).

Ah yeah! I just know it as "fast, cheap, good, pick two" - didn't know it had an official name :)

In Hostile Activity's case, the triangle might look like interaction, combat and longevity of the solution: Don't wanna fight? - Gotta interact with the threats often, if not lethally (trade? missions? securing merc contracts?); Solving stuff isn't your cup of tea? - Sure, I just hope you really like fighting, 'cause you're in for a lot (variable fights? variable locations? variable circumstances?); Wanna deal with the threats as little as possible? - Make sure to get to the core of the problem and strike where it hurts the most (investigation? securing allies? -> showdown?).

Hmm - I want to say this is just "three different routes to take" and not some kind of zero-sum problem. I mean, the routes are mutually exclusive to a fair degree, but still.


Looks very interesting! I like the idea of Tri-Tachyon in particular taking offense to my market share, seeing as they're a corporation.

That would very much be their thing, wouldn't it :)

Speaking of combat around planets, a bit of a pet peeve of mine is how lightly defended some of the major Core World systems seem to be. I would expect there to be fleets of capital ships patrolling around the Aztlan system, because it's the main system of the sector's dominant power. I'm fine with systems like Mayasura or Yma being lightly defended, but I think that Aztlan, Hybrasil, and maybe Samarra and Thule should be swarming with warfleets and should basically be immune to pirate raids. Askonia is actually in a good place in regards to defenses, in my opinion.

Hmm, possibly? Honestly it's not really something I've looked at or thought much about in a long time. "What happens when the player goes to war against a major faction" hasn't been a focus.

Anyways I always like reading your updates!

Thank you!


It's great that "Hostile Activities" are tracked through a report that's easily glanced through and dismissed, but I find it leaves something missing.

At the level of large interstellar business and/or empire, you would expect to have at least an adjutant with their own subordinates who handle the affairs of your organization - like your bridge officers, except on a larger scale. Ideally, a competent leader would manage those subordinates themselves, providing some much-needed flavor.

A human (or human-adjacent) theater makes a big difference, like a Commander Hayes, or the talking heads from Sim City 2. In fact, every instance of "SC 2" I can think of had talking heads that managed organizational affairs, and the benefit to the perspective of the player was significant, at the very least.

Food for thought.

I've definitely thought about it! For better or worse, this just isn't the route the game has taken, and I don't want to try to just shoehorn it in somewhere. I mean, conceptually those subordinates are obviously there, given how the game *is*, I don't think sticking a portrait somewhere would do the job. It makes more sense - or at least seems accomplished more easily - in a game where there's a bunch of things that happen where you get interrupted by modal notifications and it's "ah, this person is letting me know about this" and it builds them up as a person in your mind. In Starsector, I try to avoid stuff that interrupts the game and requires a response/acknowledgement, and it makes this less of a natural fit. Still possible, if it was a core design element, but it isn't!


Have there been changes to skills and industries to accommodate the new system?

Skills, why? Industries, per the post, Commerce has been changed to interact with HA in a hopefully interesting way :)
Title: Re: Hostile Activity
Post by: Brainwright on September 07, 2022, 10:22:15 AM
It'd be cool to see this system represent inter-faction hostilities. Obviously you don't wanna go overboard with events, but I think it can be covered with just two: one for hostility to the player, and one for war between all the factions.

You could use the current relationship system as the tool for filling up the "war" meter, so for each faction that has a hostile relationship with another it fills up the war event bar every month. This could eventually culminate in a war that engulfs the sector, with smaller skirmishes at lower levels. You would then have the option of causing trouble (false flag operations maybe?) if you want war, or mending the relationships between factions if you want peace.

The player one would fill up based on the number of factions that have a negative relationship with you (as well as some other market factors), and when it fills all the way up one of those factions sends an expedition at you.

Yep, that sort of thing could definitely work, and combining it into a single bar (rather than per-faction-pairing) seems like it'd be a good idea. Same general comment re: trying to be judicious about where to actually employ this, but also appreciating the ideas -  it's interesting to think about, and it definitely needs it, too!

Yeah, one example from a popular mod is Nexelerin's constantly shifting alignment and attacks.  It would be easy to plot several events of this system onto a bar ranging from saturation bombardment, raids, and invasions to events like open trade and alliances.  You then just look at each event, and it displays what factions are engaged in the listed event.  So you can see who's launching raids, who is getting close to alliance, and what invasions are going on without navigating through the Intel interface.  Seriously, Intel gets hard when items constantly disappear and nothing is organized alphabetically.

Naturally, you can have any number of arcane counters running under the hood besides raw faction relation, such as prosperity and war weariness, to determine where each faction is on this scale.  The system is just a great way of navigating all the consequences without several separate menus to look through.

It's great that "Hostile Activities" are tracked through a report that's easily glanced through and dismissed, but I find it leaves something missing.

At the level of large interstellar business and/or empire, you would expect to have at least an adjutant with their own subordinates who handle the affairs of your organization - like your bridge officers, except on a larger scale. Ideally, a competent leader would manage those subordinates themselves, providing some much-needed flavor.

A human (or human-adjacent) theater makes a big difference, like a Commander Hayes, or the talking heads from Sim City 2. In fact, every instance of "SC 2" I can think of had talking heads that managed organizational affairs, and the benefit to the perspective of the player was significant, at the very least.

Food for thought.

I've definitely thought about it! For better or worse, this just isn't the route the game has taken, and I don't want to try to just shoehorn it in somewhere. I mean, conceptually those subordinates are obviously there, given how the game *is*, I don't think sticking a portrait somewhere would do the job. It makes more sense - or at least seems accomplished more easily - in a game where there's a bunch of things that happen where you get interrupted by modal notifications and it's "ah, this person is letting me know about this" and it builds them up as a person in your mind. In Starsector, I try to avoid stuff that interrupts the game and requires a response/acknowledgement, and it makes this less of a natural fit. Still possible, if it was a core design element, but it isn't!

I've often thought it would be pretty cool if the Character menu was replaced by a Crew menu, representing the disposition of your fleet.  Instead of the main character having all the skills, you bring together several hires, either as ship officers or some other more civilian mode, and promote them to a position using story points.  Like you can have a captain of a ship and his executive officer, and they each have three skills.  The ship goes into combat with all three of the captain's skills, plus his one elite, and two of the XO's skills (poor sod can't get an elite skill until he's promoted!).

And then you have your quartermaster and head engineer for all the Industry skills and some of what are skills now can be built onto specific ships (like Phase Fleet) in such a way that combat can damage the work, forcing you to rebuild.  Naturally, that wouldn't work with the way things are now.  Largely replacing character points with story points to change the construction and operation of your fleet.

Just a thought.
Title: Re: Hostile Activity
Post by: Gothars on September 07, 2022, 11:09:57 AM
Interesting mechanic, looking forward to seeing all the ways it will be implemented!

Basically, my feeling is that this probably *could* be applied to a ton of things, but I want to be at least somewhat judicious regarding what exactly to apply it to, if you know what I mean. Suggestions/ideas are good, though, it helps think this through - so, thank you for that!

An event bar could add a lot to exploration, I think. I love that part of the game, but it feels a bit, well, undirected. You have to set your own goals and it tends to just... peter out in the end.

An event bar could help by setting clear objectives. You reach intermediate goals (salvage a research station,  rescue a distress caller, fight a mothership, survey all of system x...) and then at the end something "happens". E.G. a new star system appears, the [redacted] try to expand to a new (your?) system, or maybe just that you get a mission that guarantees a colony item reward. Somehow I feel this might tie in well with the historian.
Title: Re: Hostile Activity
Post by: FreonRu on September 07, 2022, 11:25:45 AM
I've often thought it would be pretty cool if the Character menu was replaced by a Crew menu, representing the disposition of your fleet.  Instead of the main character having all the skills, you bring together several hires, either as ship officers or some other more civilian mode, and promote them to a position using story points.  Like you can have a captain of a ship and his executive officer, and they each have three skills.  The ship goes into combat with all three of the captain's skills, plus his one elite, and two of the XO's skills (poor sod can't get an elite skill until he's promoted!).

And then you have your quartermaster and head engineer for all the Industry skills and some of what are skills now can be built onto specific ships (like Phase Fleet) in such a way that combat can damage the work, forcing you to rebuild.  Naturally, that wouldn't work with the way things are now.  Largely replacing character points with story points to change the construction and operation of your fleet.

Just a thought.

I had a similar idea, only with a slightly larger number of positions in the state of the entire fleet. I put it in a post https://fractalsoftworks.com/forum/index.php?topic=25185.0 (first point).
But I think the idea is difficult to implement, but it's very interesting how it could look like.

I apologize for not being on the topic of enemy activity.
Title: Re: Hostile Activity
Post by: SafariJohn on September 07, 2022, 03:28:04 PM
Basically, my feeling is that this probably *could* be applied to a ton of things, but I want to be at least somewhat judicious regarding what exactly to apply it to, if you know what I mean. Suggestions/ideas are good, though, it helps think this through - so, thank you for that!

An event bar could add a lot to exploration, I think. I love that part of the game, but it feels a bit, well, undirected. You have to set your own goals and it tends to just... peter out in the end.

An event bar could help by setting clear objectives. You reach intermediate goals (salvage a research station,  rescue a distress caller, fight a mothership, survey all of system x...) and then at the end something "happens". E.G. a new star system appears, the [redacted] try to expand to a new (your?) system, or maybe just that you get a mission that guarantees a colony item reward. Somehow I feel this might tie in well with the historian.

Domain drone invasion! :P
Title: Re: Hostile Activity
Post by: Thaago on September 07, 2022, 05:06:26 PM
Looks cool! Its a nice system that really could be applied to so many things (whether or not it would be worth/good doing that is another question). Currently things like bounties, derelicts, and remnants all scale based on how many have been done, so if any of them wanted a more complicated system they could be converted to this. Bounties in particular seem like something that could have cool twists and special events that happen - its essentially a reputation/hireability mechanic, so things like retributive raids, being sought out for special bounty hit jobs, etc.
Title: Re: Hostile Activity
Post by: Alex on September 07, 2022, 05:43:57 PM
An event bar could add a lot to exploration, I think. I love that part of the game, but it feels a bit, well, undirected. You have to set your own goals and it tends to just... peter out in the end.

An event bar could help by setting clear objectives. You reach intermediate goals (salvage a research station,  rescue a distress caller, fight a mothership, survey all of system x...) and then at the end something "happens". E.G. a new star system appears, the [redacted] try to expand to a new (your?) system, or maybe just that you get a mission that guarantees a colony item reward. Somehow I feel this might tie in well with the historian.

I think we're thinking along very similar lines - what I'm currently working on is not *exactly* that, not being focused on exploration overall, but on some specific aspects of it - but it's actually quite close!

To the degree that I even considered "mission that guarantees a colony item" as a reward somewhere along the way. Too much of that would I think undermine *actual* exploration, though - direct it too much, and it stops being exploration somewhere along the way, you know?

... but it's very interesting how it could look like.

I agree! Just, for a different game, more likely than not :)

Domain drone invasion! :P

HMMM

Looks cool! Its a nice system that really could be applied to so many things (whether or not it would be worth/good doing that is another question). Currently things like bounties, derelicts, and remnants all scale based on how many have been done, so if any of them wanted a more complicated system they could be converted to this. Bounties in particular seem like something that could have cool twists and special events that happen - its essentially a reputation/hireability mechanic, so things like retributive raids, being sought out for special bounty hit jobs, etc.

Oh, interesting, that's a really neat idea! I like it.
Title: Re: Hostile Activity
Post by: Brainwright on September 07, 2022, 06:35:14 PM
I'm honestly not too fond of the idea of "progress," in exploration.  However, it would be nice if new things to explore were generated over time, like battles between fleets that leave wrecks, more secret research outposts, and possible AI expansions.  It would be nice.
Title: Re: Hostile Activity
Post by: Alex on September 07, 2022, 07:04:00 PM
Yeah, it's less about "progress in exploration" and more "exploration-type actions driving some progress in something else".
Title: Re: Hostile Activity
Post by: FooF on September 07, 2022, 07:15:07 PM
There are a few breadcrumb-type mechanics already in the game that could help "direct" a player. For example, there are Domain Drones that lead you to the location of Domain Survey Ships which lead you to Derelict Motherships. A progress bar might be "Find 5 Domain Drones" which on the 5th Drone gives you the coordinates to a Survey ship (with some sort of mid-grade reward and/or fight) and then onward toward the Mothership. While you could find all of these on your own, if you follow the progress bar and prompts, you have more impetus to head in a particular direction.

As the Mothership is a "trainer" station fight, and Derelicts are also kind of like punching bags, something like this early on would be great for new players to cut their teeth on. After completion, the finding of the Mothership databanks directs the player to the Galatia Academy. See...it's all coming full circle :)

But I get what you're saying regarding exploration not being too directed. Only as a training experience or early questline would I want a little more handholding from the game. After that, you'd be on your own.
Title: Re: Hostile Activity
Post by: Gothars on September 08, 2022, 12:20:05 AM
Oh, yeah, I really wouldn't want it to amount to hand holding. I think the "what's over the next hill?" kind of feeling is elemental for fun exploration gameplay. My feeling is just that the game does too little to acknowledge the discoveries you make on your own. After you found all the hullmods and the colony items you want, which can often be the case after seeing 20-30% of star systems, there's little initiative to go on. The game is basically indifferent if you find your tenth research station by surfing between two neutron stars, your twentieth habitable planet with a de-civilized population and finally defeated that [redacted] station at the edge of the sector. You can only pad your own shoulder in these moments.

What I'm saying is, the early game is fine for me, it's the late game exploration that could use more structure and overarching goals.
Title: Re: Hostile Activity
Post by: smithney on September 08, 2022, 02:48:29 AM
Oh, yeah, I really wouldn't want it to amount to hand holding. I think the "what's over the next hill?" kind of feeling is elemental for fun exploration gameplay. My feeling is just that the game does too little to acknowledge the discoveries you make on your own. After you found all the hullmods and the colony items you want, which can often be the case after seeing 20-30% of star systems, there's little initiative to go on. The game is basically indifferent if you find your tenth research station by surfing between two neutron stars, your twentieth habitable planet with a de-civilized population and finally defeated that [redacted] station at the edge of the sector. You can only pad your own shoulder in these moments.
Gotta second this. It currently feels weird to me that at the same time, Pirates integrate every blueprint they get their hands on into their fleets, while all factions ignore all the tech and planets you scan and survey on their own demand. I'd eventually love to see some kind of politics between factions concerning exploration, especially since we get tangible loot that the factions would realistically want to get their hands on. A faction sending expeditions to track down where you hid the nanoforge from the research station you scanned seems like an obvious start (abandoned stations don't seem so safe anymore, do they?). If NP faction expansion ever becomes a thing, influencing it by deciding who do you survey planets for and who do you sell the spare data to afterwards is another thing I'd love to see. Heck, I know Pirates are designed for it, but wouldn't other factions want to upgrade their fleets with select blueprints if they found out a spare one just arrived on some Independent market?

If you pardon me expanding my tangent, unseen scavengers gradually ridding the player of low-hanging exploration fruit could be a counterbalance to how much dosh a player can make without going outside the core. On the other hand, faction expeditions breathing down player's neck could be a (-n exciting) hazard to explorers unprotected by faction politics, regardless of [REDACTED]. Who knows, perhaps you could make an unexpected find ambushing a scavenger returning to core worlds! Bonus points if a pather or a pirate tipped them off!
Title: Re: Hostile Activity
Post by: AcaMetis on September 08, 2022, 03:37:47 AM
I wouldn't want NPC scavengers taking away opportunities that I could have grabbed if only I rushed exploration, because that's just going to lead to a feeling of needing to rush exploration ASAP to not lose out on potential loot. It makes sense, of course, but I don't think it makes for fun gameplay necessarily.
Title: Re: Hostile Activity
Post by: smithney on September 08, 2022, 04:16:27 AM
I wouldn't want NPC scavengers taking away opportunities that I could have grabbed if only I rushed exploration, because that's just going to lead to a feeling of needing to rush exploration ASAP to not lose out on potential loot. It makes sense, of course, but I don't think it makes for fun gameplay necessarily.
Hey, I don't mean they should motivate you to rush exploration, only to make you consider whether you're fine losing on easy exploration grabs. Since comparatively, you'll be getting those easy grabs by trading, too, by getting easy money and having repeated access to various core markets. Nonetheless, I feel like there's potential fun coming from the opportunity to grab some fun loot (blueprints, perhaps even colony items) on its way to core by looking for tip-offs in bars and acting upon them.

Sorry for the off-topic, just felt like I had to explain myself.

EDIT: To drive my idea home, the two mechanics (the loss of easy grabs and scavenger ambush) could be tied together. When a scavenger or a faction expedition grabs a one-of object you could've had discovered yourself, you get a chance to find this out from a pather in a bar on a colony you're currently visiting, for a price of course. Obviously, some sort of protection should be implemented so that the game doesn't explore the sector for you, let's say the [REDACTED] make for a damn good NPC repellent ^^
Title: Re: Hostile Activity
Post by: Kragh on September 08, 2022, 05:36:14 AM
For the exploration rewards, it would definitely be nice to eventually be told the location of Cryosleepers and Hypershunts. Hypershunts are easy to find if you have the time, but Cryosleepers are 100% luck.
Title: Re: Hostile Activity
Post by: Candesce on September 08, 2022, 06:57:56 AM
Hypershunts are easy to find if you have the time, but Cryosleepers are 100% luck.
Cryosleepers... should always spawn in regions with derelict probes, right? And show up on the Neutrino Detector?

Given I pretty much always commit my early colonies before finding them, that doesn't seem like enough, no.

I think an arrow pointing directly at them might be a bit disappointing, but there should be a lot more hints narrowing down the potential region of space they might be in, so that an exploration focused player can find one of them early rather than having to comb most of the map. When the bonus is "your colonies grow faster," taking long enough to find that you could have grown your colonies the hard way in that time makes for a questionable reward.
Title: Re: Hostile Activity
Post by: SafariJohn on September 08, 2022, 07:35:33 AM
Domain drone invasion! :P

HMMM

I think it would be a pretty great event because it stands on its own and gives an early look at the mechanics of other events. Spawning probes and survey ships, drone raids on shipping, factions sending expeditions to clear them out. All stuff that comes up later when the player has their own colonies.

Heck, the faction expeditions could resolve the event themselves if the player leaves it too long - bye-bye mothership loot.
Title: Re: Hostile Activity
Post by: Megas on September 08, 2022, 02:29:02 PM
Domain drone invasion! :P

HMMM

I think it would be a pretty great event because it stands on its own and gives an early look at the mechanics of other events. Spawning probes and survey ships, drone raids on shipping, factions sending expeditions to clear them out. All stuff that comes up later when the player has their own colonies.

Heck, the faction expeditions could resolve the event themselves if the player leaves it too long - bye-bye mothership loot.
Domain invasion would be handy as another source of Ramparts (and other Derelicts if they were rebalanced to be usable at their DP costs) to recover for those with Automated Ships.

When I got my only Derelict bounty (with three Guardians) from Rayan Arroyo in my last game, I clicked the All button to recover every ship (about 20+) because I could not rely on another Derelict bounty.  (I got a Derelict bounty after finishing the unique Omega bounty.)

When I have Automated Ships (and Hull Restoration to fix the d-mods), I get hungry for AI ships to loot and haul back to base since player cannot build them.
Title: Re: Hostile Activity
Post by: SonnaBanana on September 09, 2022, 07:51:32 AM
Maybe Hypershunt Repair would also work as this kind of event? With more bonuses and functions from Hypershunt Taps as the event progresses.
Title: Re: Hostile Activity
Post by: Fenrir on September 14, 2022, 07:02:58 AM
This new system seems very promising, and I love it. However, I must say you might have made a very dangerous example. I can imagine modders starting to stuff everything into this system bc it is such a useful and versatile mechanism. Hostility? Event Progress! Custom campaign story? Event Progress! Modded eco system? Event Progress! The custom THE END THAT WILL KILL YOU? Event Progress!
Title: Re: Hostile Activity
Post by: Harmful Mechanic on September 14, 2022, 08:00:50 AM
As with all things mod-related, some of us do a better job than others of designing our nonsense to play well. Can't fix problems that don't exist yet; we'll cross that bridge when we come to it.

Fwiw, I only have one thing per mod that I would want to interact with this system. Everything else is some combination of more basic intel events and custom interactions.
Title: Re: Hostile Activity
Post by: Soban on September 28, 2022, 01:15:47 PM
Thanks for the blog update. Couple of comments/wishes for it.

1: Give the player ability to *somehow* max the security so no raids/luddic path presence will affect the system with raids. Be it very heavy security presence for example (Stacking bonuses from several security buildings/stations on couple of the system planets) for example.

This way the player could choose to sacrificise some potential building slots or income via investments into system security so they would as you said, have to play whack-a mole a lot that we do with the existing system. The dev blog proposal does not really fix it so to say, merely changes it. We still have to deal with the pirates/luddic path/empire raids/AI investigation squads. This would also mean that players would/should/could have the ability to automate making sure the Luddic Path does not come snooping around AI colonies, for example by getting good relations with them and then perhaps having a constant bribe running with some Luddic path agent. Ditto for the empires, so empire raids could be deterred via good relations as its, frankly speaking pretty dumb that they come knocking "raiding" you just because you're doing well. Either declare war or do nothing, since the player can't exactly do the same to them without suffering massive relation penalties (nor is that the wanted option of this point).

2: Let players give Military Bases mission orders.

This has probably been a very requested feature. This would directly give the player a reason to upgrade to a military base (or perhaps 2 if more military bases mean stronger system fleets in the reworked system) since they could remotely (if the system had a comm satellite) give orders for military bases to go squash out a pirate/luddic/insert baddies here base. You already pay upkeep, perhaps those "operations" could cost a little bit of dosh ontop for gas fee or something but nothing extraordinary. That way the player still has to "deal" with the hostile presence if a player has invested into system security they could micromanage it to the system Military HQ's.