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Suggestions / Refinement of main menu missions
« on: February 27, 2023, 08:26:56 AM »
This is super minor and won't impact the game success at all, but hear me out. As most of us know, Starsector was first a combat simulator, and then the campaign slowly starting taking shape. So the focus 100% shifted there, yet missions are still a neat little thing. They help the new players get used to combat, fleet interactions and piloting certain ships. Not to mention you have the ability to equip any non redacted weapon, fighter wing and hullmod in the game. This is nice for experimenation and for those who want to quickly test how something works (other way is to use Console commands in the campaign).
Now we get to the actual suggestion. Let mission ships have predetermined officers that have customisable skills. Both player side and the enemy obviously. Skills really play a MAJOR role in combat and it's hella weird to have capitals with zero skills. I know this introduces more complexity in simple old missions but it adds much needed options for testing out stuff. To reiterate, not every ship should have an officer, just those important to the mission (makes most sense), and their officer level should be locked, and not swappable with others. So your capital with a lvl 4 officer is stuck that way, but you can pick and choose combat skills as you wish. Default skills should obviously have synergy with the default build that is presented when you first fire up the game.
This would also make the Random battle mission even more chaotic and fun.
Ideally I'd also want an official mission maker in game, where you can pick your ships, enemy ships, and let the magic happen, but that's just wishful thinking for after 1.0.
Now we get to the actual suggestion. Let mission ships have predetermined officers that have customisable skills. Both player side and the enemy obviously. Skills really play a MAJOR role in combat and it's hella weird to have capitals with zero skills. I know this introduces more complexity in simple old missions but it adds much needed options for testing out stuff. To reiterate, not every ship should have an officer, just those important to the mission (makes most sense), and their officer level should be locked, and not swappable with others. So your capital with a lvl 4 officer is stuck that way, but you can pick and choose combat skills as you wish. Default skills should obviously have synergy with the default build that is presented when you first fire up the game.
This would also make the Random battle mission even more chaotic and fun.
Ideally I'd also want an official mission maker in game, where you can pick your ships, enemy ships, and let the magic happen, but that's just wishful thinking for after 1.0.