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Messages - JUDGE! slowpersun

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601
Suggestions / Re: Thoughts on starsector economic
« on: April 03, 2021, 01:49:32 PM »
The economic system in general (both pre and post .95 patch) has always had some issues, prolly primarily because Alex has stated something to the effect that this game is supposed to mostly be about bashing ships together and not a trade simulator (although very happy that code was added to simulate commodity movement and shortages instead of just randomizing every port like the first Pirates! game apparently did).  But arbitrarily stating how you think a sandbox game should be played is kind of nonsensical, the point of a sandbox game is to play it however you want.  To be fair, this game isn't necessarily a full sandbox game (yet), but it clearly possesses more orthogonality than a linear storyline game.

That being said, yeah, the economy could prolly use a further balance pass beyond just the regular balance patch that is going to be dropped in like a month or two.  If I can earn like 2 mill credits in the first year of gameplay ONLY with trading, kinda negates the need for bounty missions (which also seem to need some attention).  I could arguably be "playing" the new version of the game "wrong," since you can now respec skills (ie, early game mostly combat skills, then respec to colony skills later is I guess the intended path?), but as already stated, there really isn't a wrong way to play a sandbox game... unless this game isn't really a sandbox game at all and I've been lied to!

602
This is an entirely reasonable request that can end up rubbing people the wrong way even when it's phrased well.

C'est la vie.  But yeah, gender pronoun use in video games can definitely lead to some weird issues today, and I'm not just referring to coding issues.  Case in point:

https://www.rockpapershotgun.com/rimworld-code-analysis

https://www.polygon.com/2016/11/4/13509622/rimworld-sexuality-problem-rock-paper-shotgun-tynan-sylvester


Might just be easier to have said added option limit portrait choice unless the "other" option is chosen, or just add a barbershop in game to allow someone to change portraits... but prolly any choice gonna end up controversial, even by accident.

603
General Discussion / Re: Is it possible to recover the Remnant BB?
« on: April 03, 2021, 01:24:33 PM »
The Radiant, yes.
The one that guards the Cryosleepers? No, you can't recover that one.

Skill explanation should therefore explain that not ALL automated ships are recoverable, was really looking forward to getting a freebie from finding a cryosleeper!

604
General Discussion / Re: Impressions about skills in 0.9.5
« on: April 03, 2021, 01:21:40 PM »

2. All specs say, that "some skills can be made "elite"", but Leadership spec has no such skills at all (while Combat has elite options for all of it's skills).
    Also, since we will have 56 skill points just by getting 15 level, i ll concider "elite" upgrade as free (or something close to free...).


Where in the hell did you get 56 skill points just by getting level 15?  Is that a typo, or is that assuming a lot of respeccing?  Or did I miss something in the patch notes...?

605
General Discussion / Re: Salvage and salvage gantry in 0.95a?
« on: April 03, 2021, 01:15:06 PM »
So, I just got 27k ore from salvaging mining station with no salvage bonuses. That was amusing, but it also made me stop and gather my thoughts about salvage in new patch.

...

I think easiest way to make them useful again would be just increasing post-battle salvage bonus. Maybe increasing fleet repair speed and cost discount on top.

I have also gotten 20K+ ore from salvaging a mining station (although I did have salvage bonus, dunno why you got more without bonus), and to say it was amusing is somewhat of an understatement.  Nor was I even using any sort of ship for some salvaging bonus (shepard, salvage rig).

But it does raise some clear issues with salvaging, and also how the game even bothers to count resources (1 at a time, even after 20K, takes like 5 minutes just to determine how much salvage exists now from those lucky mining stations).  Adding some script so the game counts faster (ie, by 1000 at a time once over like 3K or something) shouldn't be too difficult, but it definitely begs the question as to what utility a player now gains from adding a salvage rig to player fleet (shepards at least have some combat use, so less of an issue there).

Making the salvage rig reduce supply recovery cost from battle and/or increase fleet recovery speed are definitely excellent suggestions, but it also kind of raises further issues, mostly related to the arbitrary 30 ship fleet cap, and how it relates to all ships in any given fleet and not just combat ships.  Since this game is prolly not going the direction of adding/changing/requiring support ships to normally be also deployed in battle due to additional time/game changes (which would be dope, gives an entire reason to bother to defend your side of the arbitrary space combat chessboard), a more reasonable suggestion would be to allow any given fleet to get one free non-combat/support ship for every five ships in any given fleet (therefore total of five or six additional support ships for a 30 ship fleet, depending on whether you count first additional ship if less than five ships or starting after five ships).  Whether a player would still want more additional support ships to take up a slot that a combat ship could otherwise use would be up to the player (ie, like a shepard), but the freely additional support ships wouldn't normally be deployable in any given battle (ie, only shows up when trying to run away).  Such a solution frees up slots for bashing more ships together in battle while allowing a player to also still have some tankers and freighters, maybe a mule or a civilian transport, plus whatever other support ships the player desires (adding some more support ships couldn't hurt, although dunno what additional bonuses haven't already been added).

In any case, something gotta be done about salvage rig...

606
Suggestions / Re: black holes eating stars
« on: February 19, 2021, 08:35:02 PM »
Black holes already don't have accretion disks regardless of whether the black hole shares the same system with another star (like if it's in a nebula).  Nor do black holes have varying time dilation based on some radial distance to said black hole.  Not to mention not an automatic restart if you dive in (give it a shot if you haven't yet tried this), although some have pointed out that since the game is a 2D representation of a 3D space, you never fly into a sun or a black hole, just "over" it (might explain the lack of time dilation, that requires 4D).  Plus art assets, etc.

So don't expect this level of realism for another 9 or so years...

Although if one of those 13 new "superweapons" waiting to be found in the next update is a micro black hole generator, that would be dope!

607
Suggestions / Re: Passenger ferry contracts
« on: February 19, 2021, 08:21:09 PM »
This should definitely be explored/added, if only to allow for autogenerated war refugees (or even just some persecuted minority) to act as a means of colony population growth for player colonies that isn't tied to growth subsidies or free market option.  It would also be cool for player colony growth subsidies to spawn such fleets, and possibly lead to wasted money if said fleet never arrives (ie, colony growth subsidization isn't completely automatic, but sometimes it's free or at least enhanced because refugees).

Since piracy is supposed to be toned down for next update, seems like a player won't have to worry that pirates are immediately gonna start knocking over growth convoys, but would eventually become a valid worry.  I do, however, agree that most player missions should prolly be considered more "exciting" than fedexing people from A to B (although such low-paying transport missions would create another option for players who get fragged to restart, same reason cheap bounties are always available).  Definitely seems like most of the "good" player missions would be bar-spawned (rescue, sabotage, transport to Alderaan), while the cheap ones generally would occur from regular intel screen (ie, acceptance requires that player first pick up then drop off (both within some time limit, not just deliver commodities within some time period).

608
Suggestions / Re: Why are all Pirates a single faction?
« on: January 31, 2021, 12:26:58 PM »
As for pirates, I would not mind them being monolithic if they were changed into flesh-eating zombies that they act as.  In the current release, they behave more like zombies or demons than pirates.  Actually, it would be nice if pirates were split into two major pirate factions, the zombie/demon side that self-resurrects and care only about killing everything and behave as they do now (and change their monologues to craving brains, souls, or something insane, and bloody up their mugshots), and the robber side that behaves more like Luddic Path in demanding some tribute (but keep their current pirate-y monologues).

At least splitting the pirate faction into regular pirates and a non-copyright infringement version of Firefly's Reavers could lead to interesting results, although I would still maintain that there should still be multiple regular pirate factions/gangs, but only one "Reaver" faction that is truly permanently hostile to all factions and really "Hostis humani generis," (not just Golden age of piracy pirates that would usually just take your stuff, and maybe enslave or murder you).   That would certainly at least delineate some of the rep loss issues, and add some additional flavor to the exploration side of the game.  Whether one or both types spawn those random pirate bases is still up for debate.

As for basing market access and patrol behavior on individual relationships with a planet or station commander instead of general faction rep score, I assume the current paradigm was implemented in order to reduce CPU check load (although could also just be a coding issue).  Whether the suggestion would be better prolly at least deserves testing, since player should start as essentially neutral to all commanders.  I also am assuming in your system that rep loss/gain with commanders would at least partially be pegged/influenced by rep loss/gain with that commander's subordinates, with overall faction rep loss/gain weighted more to commanders, but also still taking into account merchant missions etc. (ie, delivering heavy armaments to a station quartermaster would also slightly bump commander rep, and therefore add slightly more faction rep than dropping off volatiles with some merchant).  Doing any missions directly for a station commander would bump rep the most, while raiding/bombarding would still be crazy hostile (since kidnapping and ransom isn't yet an option).  However, since faction rep isn't decimalized, might lead to rounding issues.

609
Suggestions / Why are all Pirates a single faction?
« on: January 27, 2021, 12:48:23 AM »
  This may have admittedly already been brought up, but why are all pirates considered the same faction (literally the topic heading)?  Admittedly, the game probably hasn't yet been coded to allow factions to ally, let alone merge or subsume each other... but since pirate "factions" may or may not get along, why are they all lumped together into a single faction (instead of say, 3 or 4)?  I'll admit that even broaching the topic of factionalization within different space "nations" brings only may draw parallels with a number of other space games, like Endless Space, or Stellaris, or Masters of who caares (not to mention the possibility of some mighty space pirate then also going full Khan and uniting the space pirates).  Whether the concepts of factionalization within each of already existing literal factions (honestly, calling them "space nations" is probably not the best terminology, but referring to such entities as factions implies they are all still part of something.  206 years of an interregnum may beg to differ...).  I'll admit this may not be something that can easily be addressed (this game ain't really about diplomacy), but since the possibility of colonization was added, should be at least given some consideration.

  Also, adding some sort of temporary extra placeholder pirate faction/nation would allow a player to kill dem randomly spawned pirate bases that are automatically generated without gumming up the relations with the "real" pirates (they haven't yet earned their place!).  And if this has already been brought up and I just didn't manage to search properly... c'est la vie.

610
Most of this discussion boils down to differences in headcanon. The only person that can say for sure exactly how the stealth works In-Universe is who makes the lore, which I assume to be Alex. This is the equivalent of two kids playing make-believe and claiming that one person's imaginary ability doesn't work, but their own imaginary ability does, when really it doesn't matter and they should both be trying to have fun instead of arguing about who's right. And again, if there's no set-in-stone canon on a certain topic, you're always free to believe your own without oppressing the headcanon of someone else.

This. Plus, this entire discussion deviated heavily from the original topic of small patrols behaving abnormally when faced with inactive transponder, and instead wandered off into considerations on whether or not stealth in space/orbit is plausible.

Bottom line - patrols are acting suicidal when you're running with transponder off and this behavior should not happen. It's absurd, stupid and unfun.

Even though the last post for this thread is over 2 years old and at the risk of reviving a topic that has been since dealt with by either the prior update or the since posted .95 patch notes, this thread still raises a few good points for consideration (and also some less good ones in the middle).  Admittedly, I arrived at this thread while trying to better understand how transponder detection code interplays with regular ai behavior, so the intended 0.95 addition of story points might either mitigate or eliminate the reason I got here.  In any case, I will attempt to respond in a listed fashion:

1.  It is nonsensical that small patrols confront much larger, potentially hostile fleets running without its transponder (at least for player, personally unclear how ai vs ai works for pirates/smugglers).  From a purely rep loss perspective, a player who maybe forgot to turn on their transponder might be better off smashing the patrol rather than deal with potential rep loss, although I guess this is possibly mitigated by the fact that apparently you still lose some rep even if you win/part of the patrol gets away and isn't run down/eliminated.  If the player is going full pirate, it won't matter for you, but to the ai, should definitely matter (I am unclear how the ai does loss cost/benefit analysis comparison when deciding to fight, sometimes stuff runs away when you a badass and sometimes it doesn't). This is worse if you have already turned on the transponder and the patrol still rolls up, but that situation is covered by point 2 (also why I got here).  The mildly realistic solution would be not only should the tiny patrol peel off and shadow or escape the badass fleet sans transponder (for which I know such behavior is available for ai), but also should also attempt to summon/activate whatever available nearby larger fleets exist to instead of confronting said badass unknown fleet.  Such an ability to call for allied help should prolly have a delayed activation if the help isn't within "range" (like interdiction or sensor sweep) in order to give the large and potentially hostile fleet time to either attack/silence the small patrol or emergency burn away to escape the incoming larger fleet.  Plus the addition of this ability would have significant extra play potential for any player colonies (being attacked by pirates) since those have been added since the date of the OP.

2.  The primary reason I got here is because it's sometimes difficult to determine sensor range changes by turning abilities on or off, so sometimes when I don't feel like wandering way off to an asteroid belt to turn my transponder on, I instead turn it on out in normal space and suddenly find out I have shifted into sensor range for some ai patrol (typically the tiny ass pickets).  This is admittedly a risk in "normal" space (especially since game can't/won't display differing sensor ranges, shouldn't necessarily have to find a mod for this), but in any case the picket still yells at me to turn the transponder on (even if the picket was offscreen and I was at the edge of the sensor range) and I get rep loss without the normal opportunity of curing it (ie, by smashing said picket like mentioned in point 1).  This situation also currently allows for no "morally relative" means of curing it (bribery), but the future addition of story points actually makes for  a much more possibly ideal solution to this situation.  Besides tying in the possibility of offering either "an excuse" or an actual bribe as an initial possible dialog option (which already exists, since Luddic Church has been known to ask for "tithes"), if this initial option (after some behind the scenes calculation) is rejected by the ai patrol, the player could either choose to waste a story point to basically force the acceptance of the initial excuse and/or bribe (first excuse calculation, then bribe calculation, but not the other way) or instead decide to take the rep hit.  Of course, if ai accepts the "excuse" (charisma without a charisma stat) or the bribe, this would preclude the need for using a story point, at least until the next time.  Some of these suggestions/points may have already been covered by the story points blog post, can't remember.

3.  Regarding a lot of the middle discussion of this thread, some will have to accept that the planetary interaction dialog is basically a necessary abstraction, but this does also raise some other interesting possibilities (though this may test the limits of the game's fleet behavior ai).  It is a good point that both when a player is on a planet or ends up in a "lose/respawn" scenario, little to no time passes in the game, and can lead to some odd results (such as your broken down out of supplies fleet being chased by a hostile fleet to a friendly planet, so you can repair and and resupply AND THEN slug it out).  The suggestion of adding some short passage of time (or automatic time acceleration, or a delay prior to landing like when activating transverse jump) that is proportional to the number of planetary dialog actions taken seems a reasonable suggestion when landing on planets, although such an addition may cause certain issues with how the real-time economic data/intel is handled (although would also give player an incentive to accept trade offer solicitations while on planet instead of trying to gain a few days for tight deadlines).

  When the player ends up in the "lose/respawn" scenario, some proportional period of time definitely should have passed (and maybe some proportional monetary loss, unclear whether this already exists), and other posts have also alluded to this issue (http://fractalsoftworks.com/forum/index.php?topic=11654.0).  However, since players now might have colonies (and/or friendlier factions), the player should now also be offered the option of either spending less time/money to just get back to the closest non-pirate civilization, or more to get back to the player's nearest colony or maybe a friendly faction (unless the player is friendly with pirates and that location is closest, basically inverted first option).  The passage of time and monetary loss would ideally be proportional to the distance between the player's losing combat location and intended destination, but this might lead to a situation where it costs so much to get somewhere that more time would need to pass, etc. etc.; perhaps a flat loss might instead be used.

4.  The flip side of abstracting planetary interactions (besides time issue in point 3) is whether the player's entire fleet in fact "lands," or shuttles go back and forth to orbit with cargo (since player always takes a shuttle, I guess no ship really "lands").  Since the game does not yet seem to have the option of fleets splitting in space so the player could leave half if his/her badass pirate fleet parked hidden in an asteroid belt and instead only fly some less obvious freighters closer to the planet (which would be cool, although with ai limitations for the "parked" half of the fleet.  It might be possible to mitigate the player's loss of control of the split off fleet by giving the option of choosing some delineated choice for ai behavior while player is gone, since such ai behavior already exists).  The alternative would be to give ships above a certain size (or fleets containing such larger ships) the option of a shuttle radius, so that the large ship/fleet with large ships still hangs in the nearby asteroid belt/nebula/magnetic storm and can still trade/use planet (and possibly have a greater time passage depending on distance, tying in point 3).  Whether the shuttle type could be swappable in the refit/ordinance screen is also a possible option (ie, whether a shuttle type could be chosen, mostly affecting shuttle range vs cargo capacity, also maybe black market detection instead of the current change of flat non-detection when transponder isn't active).  This assumes that having/using small ships would preclude the need for using such shuttles.

This is all food for thought, but bear in mind that this game is already pretty close to its 1.0 release, so not all changes are possible (or instead might wait for a 1.1 release).  Also, if any of this has already been addressed in the interim, please point this out (hyperlinks would also be nice).  Can't search bar for everything!

611
General Discussion / Re: Ship battle "space terrain" generation
« on: January 18, 2021, 04:36:21 PM »
Regarding "space terrain," yeah, one person attempting to code an AI to be more creative than an insect or a particularly slow pet is generally a fool's errand (although some of the recent advances using GANs have led to some interesting results...).

As for boarding, wow, 8-9 years ago, clearly this horse has been beaten to death.  And maybe back to life.  Wasn't really suggesting it would work like the second item (ie, minigame), that clearly misses the point of the ship battle (if this game were to contain anything like a mini-game, better to have it be something poker-like in the bars); Item three is closer to what I guess I was getting at, I would assume it would work like a weapons system that you should only use on fluxed out ships that are temporarily disabled, and basically just either eats CR faster for big ships and/or partially or completely disables smaller ship for purposes of battle (more intact freebie afterwards instead of a derelict to recover); rarely the smaller ships might even switch sides.  Essentially, the intention would be to speed up battles with the added possibility of getting relatively intact (fewer D-mods, more supplies/fuel/commodities), or one side loses faster cuz it wasted space on these systems but misfired them (or properly used them but having extra marines in crew successfully fought off).  Also, possibly interesting results for when the map has a space station present.

Again, could lead to AI issues for when to best use such weapons, but a good portion could be eliminated by just having AI behavior only allow for such weapon system use to be occur against a fully fluxed out enemy ship.  But implementing such a change this late in the game process seems an unlikely ask, more likely added in 1.1 update or something... unlike allowing pirates to demand money/stuff or die instead of wasting ships, that code literally already exists (basically Luddic Path's tithing, since remembering to drop cargo pods of stuff seems unwieldy, even if already coded).  Food for thought!

612
General Discussion / Ship battle "space terrain" generation
« on: January 18, 2021, 03:06:12 PM »
This may have already been answered in the forums, but didn't feel like wading through 600 posts to find a response, and didn't see any reference to this in first pass of whatever limited game descriptions are already available.  I've had more than a few ship battles, in which I see mostly asteroids being generated as a limited form of "space terrain."  Sometime even acts as a nice blocker for certain attacks, although doesn't seem to really do much damage to ships so running into some asteroids doesn't throw a ship battle.  However, can't determine whether the location of the ship battle generation may affect the ship battle's "space terrain."  As in, if I try to escape burn through an asteroid belt (or debris field) and get caught, do way more asteroids (or dead ship hulks) spawn?  If I kit my entire fleet out in solar shielding and mange to lure some enemy fleet deep into a star's corona, does the ship battle map continuously damage the enemy ships (unless said enemy ship also happens to have solar shielding)?  This is as opposed to a battle outside of some "space terrain" zone, with maybe only a few asteroids.  Just curious, why spend like 4 hours trying to test this in game or dig through code when I can just ask?

If the game doesn't do this and this question has already been asked/answered, what reasons were given for why not added?  Just to prevent fps reduction (same reason why spamming too many fighters can cause issues), or maybe just would take up too much time/money (besides AI code, I address that at end of this paragraph). Not to mention if this doesn't exists, adding it could lead to some legit terrain tactics, don't get me started on having a battle near a black hole with like a fifth of the battle space showing part of a circular event horizon to avoid or die while also slowly getting pulled towards it... unless you get caught in event horizon and pulled towards edge of map but are lucky to be able to phase back out of the event horizon zone (this assumes black holes will eventually be added, but it illustrates the concept of terrain tactics nicely).  Of course, there is also the answer of "coding AI to not only handle but even take advantage of said terrain is recursively difficult (ie, pointless)," but still worth asking.  But since game still doesn't even have much options for even deliberately waypointing from A to B (or doing curved flight paths), perhaps premature to make such an ask...

Totally unrelated, but why does this game have (space) marines but no boarding party options during battle (whether single "missiles" or some form of boarding party fighters, either of which would require that a fleet waste cargo space on marines in order to function)?  Again, maybe already answered (and discarded for cpu overload or coding reasons), or just in order to better delineate this game from like FTL or some other game?

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