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Topics - Snapshot

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Suggestions / black holes eating stars
« on: February 19, 2021, 10:19:29 AM »
I can't be 100% sure, it's been a while, but I think I remember blackholes having a star in the same system. And I think the black hole should be leeching off mass from the star in a stream of high energy particles that I presume you can't cross without getting damaged, but I don't recall seeing that in game.

Could we have something like that?

2
Suggestions / gravity assist/slingshot maneuvers.
« on: January 12, 2021, 11:05:28 AM »
Does anyone use gravitational slingshot maneuvers to navigate the star systems faster? I kinda think it should be a thing. I know there are hyperspace storms you can use to speed up your travel through hyperspace, but not really the same thing.

3
Suggestions / no death/fail state/black hole
« on: January 12, 2021, 11:02:21 AM »
Is it impossible to die in this game? I ran out of fuel in hyper and drifted into a black hole well. I thought "well this is it, I'm dead" but when I got sucked into the black hole (didn't engage the emergency burn in time) I just floated there, in the center of the black hole, and couldn't find a way to escape it. Had to quit and reload.

Shouldn't there be a fail state or death in this game?

4
Suggestions / Competing new Factions/colonies/colonists
« on: December 18, 2020, 08:04:18 AM »
Is there AI (nonplayer-controlled entities) that colonize planets if they come across a good one? Just feels odd that you the player are the only one colonizing the outer worlds. Would be interesting if new factions popped up in the outer worlds that competed with the core factions just like you.

5
Suggestions / boarding and capture?
« on: December 16, 2020, 08:05:56 AM »
Is boarding ships and capturing them planned?

6
Suggestions / Events that changes faction behavior.
« on: November 20, 2020, 11:13:00 AM »
What if something causes factions to change their behavior? Like if you keep invading systems controlled by the remnant, they will start counter-attacking your or even core systems.

Or giving tritachyon corporation enough alpha cores causes them to be an aggressive expansionist superpower or something.

Assassinations of Hegemony leaders makes them pacifistic, (relatively) as internal power vacuums play out.


7
One of my favorite aspects of this game is how the mechanics allow a framework with a lot of freedom to be the sort of spacefarer you want to be. Like brawling in huge battles? You can salvage several battleships drifting in space and fight to build your fleet up into a giant wrecking ball of mercenaries.

Want to smuggle? You have the option of going dark, hiding in asteroids, modding your ships to both be harder to detect as well as better hide your contraband to lower the chance of security forces finding your drugs when you are searched.

An explorer? You got hulking cargo ships and fuel freighters to bring along and dozens of uncharted star systems to explore, derelicts and abandoned stations to explore, fleets of rouge AI to both avoid, escape from and fight.

And you can freely bounce around between these options, given you make the nessesary preparations.

But for all these options, you're all funneled into the same over-arching goal. Build a colony.

Built a mercenary fleet that's the envy of most empires? Build a colony.
Built a vast fortune trading and smuggling? Build a colony.
Explored a vast swath of unexplored space, uncovering countless mysteries of the local star group? Build a colony.

I wish there were other options available, the freedom to choose what you end up sinking millions of credits in. What those might be, I'm not sure. Maybe become a titan of industry in the core worlds? Unite the core worlds under one leader? Build a working ring gate? Discover what happened to cause the collapse? Send a fleet of ships back to earth to find out what happened? I'm not sure what options would work that would be the equal of building a colony, but it's just my suggestion that there be other options for players to spend their credits.

Though it makes me wonder if all the other options need to also produce credits to make them viable, as you do end up getting a lot of credits in the long run as colonies develop. 

8
Suggestions / Formations
« on: September 10, 2020, 12:51:17 PM »
Right now the current system only allows follow orders, and they do, sort of forming a tight blob of ships. Would be nice if it was possible to create formations that allowed some space between the individuals in the formation.

9
Suggestions / A way to find stored ships?
« on: August 20, 2020, 04:17:38 PM »
When you have 6 planets, 3 derelict stations and all the core systems that (with a fee) you can park ships at, it might be really useful to have a list that shows which ships under your ownership are stored at which port.

10
Suggestions / spy/subterfuge network
« on: June 12, 2020, 12:28:43 PM »
As an additional option to mess up the plans of your enemies, can you setup a spy network that would give you important information or be able to delay, or stop expeditions against your colonies.

11
Suggestion:

Add some social and psychological aspect to space combat and traveling. For example, low morale from constant combat, losses, casualties, and low readiness or taking unnecessary risks for low rewards, pushing the men in your fleet can increase the chances of mutinies or ships leaving the fleet. (perhaps even a small group of ships leaving the fleet under the command of one of your capable officers to set off on their own if morale is too high as well)

Get to know your crew, officers, and perhaps other people in the game like leaders, spies, contacts and other fleet commanders.

Ships run from combat under low morale and fight to the death with high morale.

Maybe romance? eh... having a family? the main point being fleshing out the human aspect of the characters and nameless masses in-game and it affecting your playthrough and decisions.



EDIT:
The people that have made this game seem to be quite good at designing and implementing game mechanics that add quite a lot of depth while remaining rather simple, keeping the tediousness and chory-ness of those mechanics down to a minimum when you compare them with other titles, while remaining just as impactful, interesting and compelling. It's no wonder it's such an addictive game.

My point is I'm not suggesting adding complexity, I'm suggesting adding "human elements" in the game. I think it would be possible to implement it in a simple way that adds a lot of depth, just like other aspects of starsector, while remaining straighforward. What that would look like, I don't know. I'm no expert in good game design. The examples I gave was just to help get my point across, certainly don't put in anything that I've mentioned in the game, they were more or less verbal diarrhea. If there is a way to add simple mechanics that touch on those human elements, it might further make the game more interesting.

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