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Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: November 17, 2022, 12:34:04 PM »
On that note, I'll close the thread for now.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
(Yeah - if it wasn't for the time it takes to save, I wouldn't mind adding the feature. But cutting the time down by the amount required is extremely non-trivial.)
i am two years late
As the S key slows you down, the W key seems a good choice to make you go fast. Could call it gravity sail.
That would make sense, wouldn't it! And the immediacy of that - even compared to an ability toggle - is nice, feel-wise. It might feel weird if AI fleets didn't do it then, though; with the ability you could handwave it as being something the player has learned etc, and have it be unlocked with a mission... hmm.
This idea could finally be a great way to make you want to keep your poor crew alive: loosing crew should also subtract from the crew XP bar. You might be easily replacing warm bodies, but not their experience!
One niche (but nice for world building) effect of experienced crew might be that they are loyal and can keep their mouths shut when on shore leave: your "transponder off" combat encounters have less influence on faction relations. Your smuggling suspicion doesn't increase as fast. New bar encounters are possible. They go on longer without pay.
I'm against combat bonuses from crew, I think there are more than enough factors that influence your combat stats.
Yeah, I could see that. The only thing there is that *if* I was going to bring crew XP back in some way then I'd kind of like to tie it to ships, to give them more history/personality/etc; that seems like a high-impact thing feel-wise, regardless of how minor the bonuses might be.
On the other hand, a solar sail and a gravity slingshot both sound like fun things! Like, a lot of fun. Hmm. Both could be initiated by interacting with the star/planet, even (so: no ability slot), though that'd break the movement flow.
I hadn't really thought about it, hmm. The main problem with exploration XP - especially for this - is that exploration is mostly linear, while XP required to level up is extremely not. So that just makes finding meaningful XP values for exploration things difficult.
After reading this, the first thing that came to my mind is the potential new Crew/Marines/Pilots experience system separate from the Trading/Inventory system, which from my understanding being coupled to it was the main drawback of the earlier EXP system.... oh! Oh. That's very interesting. The main problem with crew XP was just the *enormous* hassle of keeping track of multiple crew types, anywhere crew is used. So yeah, this could potentially abstract away from that, but then it's basically just "an additional bonus/parallel XP bar" which... it could be interesting, depending on what the contributing factors are and what the incentives are and so on. Larger topic and I haven't really thought it through, but: neat idea, thank you for bringing it up!
A large part of the fun, though, is also what you're actually doing. Sneaking around in a star system full of Redacted and picking it clean without getting in trouble is already fun, regardless of any second-to-second fun from just the movement system itself. Fundamentally, I think you need gameplay with risk and reward and so on - the movement system taken in isolation being fun is great, but I think that's kind of parallel enhancer to the other stuff needed to make it fun, not a requirement or a solution for it being fun/not fun, if you know what I mean? It's part of why slipstreams cut down on fuel use so much; "using fuel" is the fundamental cost of going through hyperspace and "doing it well" seems like it should involve reducing the fuel cost.
I'd have to think about that, that's an interesting idea. Getting the physics to work right/in a satisfying way could be a bit involved.
(Fun fact: I've got this idea for making short slipstreams with a huge speed (like, 500-1000 burn), sort of like "gates" that boost you. This actually works if you do it in-game; might add this in at some later point. I remember even trying to make a chain of relay gates this way, spacing them so that by the time you slow down, the next gate picks you up - and it totally works!)
With all this extra efficiency from coming Hyperspace Topography, Auxiliary Fuel Tanks hullmod and the idea of needing colonies to support exploration, it's too easy to have enough fuel capacity even without tankers to basically have near unlimited range. I propose the base fuel use should be raised somewhat to encouraging planning and to make tankers useful again.
. when you find something neat and scan it, the game will acknowledge that
* When you do not have a normal salvaging screen because the nearby combat was NPC vs. NPC, and you feed on the scraps left behind.
Mainly this, yeah! And just general flavor.
Also, scavenging/salvaging briefly increases your sensor profile, though that's more of a factor for pre-placed debris fields.