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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - vok3

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46
Mods / Re: [0.95a] Adjusted Sector
« on: May 09, 2022, 03:15:52 PM »
Also, i'm not dead! And relatively safe.
I'm probably gonna still take additional time to resolve my work-related stuff, but after - there will be update.

Good to know!  And good luck to you and your country.

I really like this mod, it is something I pretty much can't play without, now.

The ONE thing I would like to see done, when/if you manage to get back to it - the Agni systems from PRV Starworks do not seem to spawn in Adjusted Sector.  But random systems/constellations for Blade Breakers and Sanguinary Autonomous Defectors (which I learned about by poking around in your code!) and of course Remnant work fine.  I'd really like to have some Agni in Adjusted Sector games - I expect it is just a matter of duplicating what was done for BB / SAD for the Agni, but I don't understand how things work well enough to trust trying to kludge it up myself.

47
Detachment bug:

Cannot select the Mallory (from the Magellan mod) as a member of a detachment - it just does not show up in the list of ships to select.  A different Magellan ship (a Pollard destroyer) that was in my fleet did show up correctly.  This was playing as regular Magellan, so the version of the Mallory that is Magellan-milspec.  Haven't tried it with Leveller, Starfarer, or the derelict versions of the Mallory.

48
General Discussion / Re: Sindrian Diktat Changes
« on: May 07, 2022, 02:26:56 PM »
Repetitively explaining to a nine-to-one negative audience reaction why said reaction is wrong, and when they find that unconvincing, to just EXPLAIN HARDER, has never gotten anyone anywhere.

The narrative explanation is "passable" in the sense that he clearly believes what he's saying.  Regardless of the lack of verisimilitude or accuracy with respect to any number of historical or recent examples.  Autocratic regimes may have good militaries or bad militaries, but you will never find an example of an autocratic regime where the elite forces are worse equipped and less competent than the regular grunts.  Because the first priority of autocracies is security, including security against internal coups d'etats, and that means force, and that means the elites that are most directly loyal to the leader have to be more capable (and better rewarded) than anybody else in the autocracy.  No amount of charismatic self-delusion can make up for that, and any autocracy that tries such a path doesn't last long at all.

It's absolutely remarkable that he is so dead set on doing something so clumsy and wrong.

It's not even that the "charismatic leader with little military knowledge" is a bad model.  It's a perfectly accurate model.  It just can not possibly be remotely applicable to the circumstances as set up here; it doesn't work.  A charismatic leader with less military talent than he believes would not been able to get into that situation in the first place; having gotten into it, his regime would not have the visible characteristics that Sindria has.

All of that before getting into the overall characterization of the man and the government, and why Clownshoes Fascist is suddenly imposed as the Only True Interpretation.  I'd always seen it as a Space Napoleon situation - competent military man put into an impossible situation by his superiors' bureaucratic maneuvers says "to hell with this", cuts the Gordian knot, and finds himself riding a tiger of subsequent events.  You could take that any direction, entirely depending on player inclination.  But apparently shades of gray aren't allowed.

"Should be vanilla" is something that gets said about any number of mods, but I can guarantee you, any mod that fixes this will be installed before I do anything with this update.  (Won't fix any narrative clownshoes-ing of course.  But that's secondary; the narrative is new once, the gameplay is what keeps me coming back.)

49
Detachments issue - I want to say "bug" but the more I think about it the more it could be justified:

Have "Crew Training" leadership ability which adds up to 15% CR to all ships in fleet.  Detach some ships, set to "Stay".  Go do stuff.  Come back, re-merge with detachment.  All your ships did not have your CR bonus while detached, so lost the extra CR, now need to gain it again.  Yes, sure, I'd be happy to blow 200 supplies on nothing at all.

But - it's a fleet command ability.  While detached, you weren't in command of that fleet.  And there's no guarantee whoever got put in temporary command in the meantime still had it or not. 

It would be nice if all detachments continued to benefit from your fleet command abilities while detached.  Or if the detachment commanders mirrored those, at least  Or just the CR issue.  I can see why you might choose not to.  But it would be nice to have it.

50
Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: May 04, 2022, 04:13:19 PM »
This is the mod that adds the Sindrian Lion's Guard variants, right?  I am guessing that because I see several very PRV-specific hulls in the LG listings, as well as the more regular midline hulls.

Are you going to maintain your version of the LG ships going forward?  Because in light of the recent dev blog, my reaction is
1) the planned vanilla changes to Sindria largely duplicate what you've done
2) except they do it deliberately worse
3) I don't want it worse, I prefer your implementation, which is perfectly reasonable and fits in seamlessly with the overall universe and doesn't get me muttering angrily to myself the way the announced changes do.  To the point that I'd gladly toss the Executor and keep the Conquest-LG.

Probably there would be some people who wouldn't agree, I don't know how much work it would be to break the PRV-LG out into a separate download or whether you want to keep it as a single package or what.

Anyway, for whatever it's worth, you have at least one vote in favor of a PRV-style implementation of a professional and competent Sindrian elite, rather than a clownshoes one.

51
Flying Diable fleet, consisting of
1 Haze CR
1 Gust CR
2 Hayle DD
1 Fractus CV
1 Vapor FG
1 Sleet FG
2 Rime freighters
1 Chinook tanker

Had a spysat mission, figured I'd take a frigate in while leaving the rest hiding in the outer system.  Hit the key, hit "Members" under detachment one, click each ship except for the Vapor.  It adds in 7 of the ships and leaves off the 2nd Rime and the Chinook.  Tried several times, same result.  Okay, "Members" on detachment 2, select the other Rime and Chinook.  Seems to be okay.  But it's complaining about supplies and I know the frigatee is low on cargo space.  Fine, hit "Cargo" for detachment 1, give it lots of supplies and all the other junk.  Then hit "Cargo" for detachment 2 and ... what?  The supply stack it's offering me to take from is way bigger than what should have been left behind after I assigned stuff the first.  I shrug, drag a little bit in, confirm, hit the green "Spawn" button for detachment 1.  Now detachment 2 is telling me "At least one ship must stay with the main fleet!"  Well, it is, I never selected the Vapor for anything - and it's not shown in either detachment.  So one ship IS staying with the main fleet.  Oh wait, it's also saying "None of the ships specified in the loadout are present in the main fleet!"  Huh?  Okay, hit the "1. Return" thing to get out of this -

Well will you look at that.  It took all the ships I originally specified even though it wasn't displaying them in the ship list.  But the cargo confusion now means I have way too much stuff for this frigate's tiny fuel and cargo space.  Okay, quick, recall - oh good, "move cargo" option - okay that worked.

Okay.

So my verdict: it does exactly what I tell it to do, it's just not entirely clear about the fact that it has done so.

I did look for a way to scroll in the detachment listing of ships, in case it was on a different row or soemthing, and didn't see it. 

And yes, extremely useful functionality, should be vanilla.

52
Mods / Re: [0.95.1a] Hiver Swarm - V0.85a - 04/01/22
« on: April 24, 2022, 10:48:54 AM »
I was a lurker on the quartertothree forums back around the time of the SotS2 launch. 

I was really impressed with how when the game came out, people started saying "hey wtf", Mecron rushed in "It's okay folks!  We'll patch!"  Patch comes out, fixes very little, breaks more, players are more "hey wtf".  Mecron rushes in: "More patches!  More patches!!!"  Patches fix nothing meaningful.  Mecron: "OH I get it now guys, we released THE WRONG VERSION!  We'll put up the RIGHT version and EVERYTHING will be FINE!  Okay, try it now!"  Players: "hey wtf, ***'s still broke" 

Repeat round and round a few more times until finally Mecron had this great emotive breakdown where he attempted to claim that the stress of releasing all these patches had retroactively borked their systems and broken the functional version of the game and now everybody would just have to wait a month for a real patch.  Players: "dude, version control doesn't work that way, you were just lying this whole time, weren't you?  the game wasn't done, we get it, just stop lying to us" 

But Mecron was not capable of stopping himself from lying.  Just could not admit it.

And for a truly proper ending to the saga, the publisher refunded anybody who wanted one but said "look, we paid that studio for a functional game, they've been paid, if you want a functional game you need to talk to them".  And Mecron: "Oh, we'll GLADLY work some more on this but we don't work for free you know!  The publisher needs to pay us more before we do anything!"

Complete and total lack of responsibility or honesty or fair dealing of any sort.

It is fitting and proper that they have been relegated to dinky little mobile games ever since.  From what I understand there is not a single publisher anywhere that will trust them.  Understandably.

But as far as the mod goes:

When I looked at this a few weeks back, the Hive planets were spamming the market with requests for certain commodities, making it impossible to tell which of the core worlds actually needed those commodities.  (Unless you install Stellar Networks, which is a good mod but has a huge overhead so I don't use it)  Also I kept getting mission givers who wanted me to take stuff to Hiver planets.  Dude, no; they want to eat my liver.  If Hivers could be made into something more like the Remnant - completely disconnected from the human-world economy and society - that would solve my major problem with this mod. 

Also I actually kinda think the ships shouldn't be so explicitly bug-like.  When humans make spaceships, do they look like flying monkeys?  No?  Why not?  Why would bug spacers make flying bug spacecraft?  Bug design, yes; flying space bugs, maybe not so much.

I like the idea though.  (SotS1 wasn't a terrible game, except for the space dolphins - always kill the space dolphins)  The other thing that might work as a source of ideas is the Symbiots from Emperor of the Fading Suns (it's on GOG, but you might be able to find it some abandonware sites as well).  I think it's Matt Caspermeyer who figured out how to hack the executable to make the Symbiots build spaceships, which means they immediately start assaulting the Stigmata garrison, which means the players need to actively cooperate to try to hold them back from invading the rest of the map.  Made for a genuinely interesting alien threat.

53
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: April 24, 2022, 09:03:09 AM »
I'm torn.  I very much like Kassadar, I like the Kassadar ships, I like most of the other ships, I like the Legio ships.  I even like the idea of the Legio and the attempt to make them a serious and interesting challenge.

But the Legio themselves are definitely becoming a "always turn these fuckheads off" thing.  They should not exist in this game.  They are poisonous to the game experience.  They impose themselves on the player, they force the player to play one particular way and focusing on one particular set of objectives, until Lucifron is satbombed.  The longer the player attempts to avoid addressing them, the worse of a problem they become and the more they disfigure the rest of the game experience.  They take away choices rather than adding them in and that alone makes them bad game design.

I would like to see a version of Legio that is an ordinary minor faction - well-entrenched, but no more of this "all invasions always succeed" crap - until such time as some trigger gets hit that turbocharges them into the present form.  The trigger could be toggleable on day 1 or 30 years later, depending on when or if the player desires.  That would be interesting and it would allow the player to scale the challenge to preference.  But the current implementation just forces itself in where it's not wanted and makes the whole game be about defeating them, disregarding anything else the player might want to be doing - and attempting to force a certain experience on the player regardless of player preferences particularly stands out given recent events. 

Anyway this is not a good player experience and I expect this effect is a major part of why people make comments like "always turn Legio off".

If I want to play as a super-pirate faction, right now the space commie faction in Vayra's are a much better way to do it, and if I want a threatening but beatable juggernaut to fight against the HamAgony does that well enough for a filthy casual like me.

54
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: April 24, 2022, 08:34:42 AM »
If it's a matter of starting a new game, I'll start a new game having uninstalled the mod.  Incessant unavoidable unending harassment of the player is terrible stupid design.

55
General Discussion / Re: Carriers in 0.95
« on: April 17, 2022, 04:10:23 AM »
If that was long then I feel sorry for you. Hope you don't get stuck with a job that requires any reading on your part.

You're being really defensive and passive aggressive.  There's no need for it.  You made a post advocating balance changes when you can't possibly have tried many of the alternative tactics and loadouts.  That just makes you look silly.  I asked because it really surprised me someone would do something like that.

Quote
Yes, you are understanding it correctly I am 300 hours in on my first playthrough so I am writing a post on a possible change to something that a lot of people seem to have enjoyed in past patches but is underwhelming in the current patch. A majority of the people here agree they aren't as good as before and need a balance change.

This is one thread with a handful of people talking in it.  The people who are motivated to post are of course going to be motivated toward certain points of view.  The total number of people here frustrated with carriers is negligible compared to the total number of people actually playing the game and enjoying carriers enough not to complain about them.

Quote
I'm sure you have thousands of hours of playtime

I haven't kept a stopwatch on it.  I've played off and on for a few months or so.  Enough to know there's a lot of stuff I haven't even gotten started on trying.

Quote
so let's hear your amazing plans on how to use carriers while not having them be blown up when fighting remnants being outnumbered 240 deployment points to 160. Because clearly everyone else in the thread had no clue what they are doing and hasn't tried any other tactic with their carriers.

To start with, I'm told that Claw fighters are very good specifically against those targets.  Claws are one of the things I haven't had a chance to try yet, it wouldn't surprise me if there are others.  It would surprise me very much if you had carefully tried a majority of the options before making your post.

For my part, in my first playthrough I settled on a fleet of Onslaught-XIV, Legion-XIV, and a lot of shield-hardened Hammerheads.  Mostly autofit on all of them.  I could handle single-Radiant fleets with that.  I'm sure there's improvements to be made to handle two-Radiant fleets, but I've been trying other things.

The other person was rude for no reason tho.

I wasn't being rude.  I seriously do admire and approve of the courage required to stand up in the middle of a bunch of strangers and tell them they're all totally wrong and they should be doing things differently.  I admire it, but it's nearly always a bad idea and leaves the person doing it looking ignorant and silly, which is why one should really do the homework first. 

If I wanted to be rude I promise you'd know it.

56
General Discussion / Re: Carriers in 0.95
« on: April 16, 2022, 11:56:09 AM »
I've started my first playthrough

Am I understanding this correctly?  This is your first time playing the game, and you're writing long posts about game balance?

I admire the courage but perhaps you should try different loadouts and tactics a bit more.  The idea of retreating a bunch of carriers as soon as they're done with their initial attack strikes me as supremely weird and ineffective.  I'm hardly an expert on carriers but I know for a fact that a solo Drover can kite various targets all over the map and wear them down, and certainly six Drovers worth of Dagger bombers focused all on one ship can pop nearly any given target really fast.  Then you have them sit back, rebuild/rearm, and mass-attack the next target.  Retreating them all and then writing a post complaining that the tactic doesn't work ... really, I admire the courage, but I question the wisdom.

57
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: April 16, 2022, 11:44:58 AM »
Is there a way to permanently defeat the Cabal so those annoying extortion patrols don't spawn anymore?

58
General Discussion / Re: Good Falcon loadouts?
« on: April 14, 2022, 10:04:36 AM »
I had a fleet of regular Falcons as close-range shield tankers, backed up by Atlas mk2 missile boats.  Worked pretty good.

59
General Discussion / Re: whats the deal with supplies in this game
« on: April 14, 2022, 10:02:36 AM »
Mothball.  Mothball, mothball, mothball.

In your fleet, keep as active and actively repaired the ships you intend to use.  If you don't know if you want to use a ship you've recovered, mothball it immediately.  You can always stick it in storage and decide later.  If you are running short on supplies and have mothballed ships in your fleet, you can scuttle them for additional supplies to tide you over.  Or strip the weapons off and THEN scuttle it for supplies.

Also, a bit of a trick in the tutorial you may not have noticed:

When you get told about the pirate fleet guarding the jump point, and told to go salvage the derelicts to have enough to fight them - do that, but mothball all the derelicts immediately as soon as you get them.  Then you fly back to the planet, report in, and ALL THOSE DERELICTS GET FIXED UP TO FULL FOR FREE.

That saves you a LOT of supplies.  Doing that, you can salvage ALL the derelicts at that planet and have a nice little fleet for the fight and plenty of supplies in reserve.

(You might be short a story point or two if you want to get every single ship.  There's ways of gaining a little extra XP in the tutorial to get those extra story points - you get one SP every quarter-level - but it's not critical.)

60
General Discussion / Sad tale of the satbomber
« on: April 11, 2022, 10:28:54 AM »
Returning to the core worlds after an extended voyage, I stopped in at a pleasant little indie planet to refuel.  The fuel-pump attendants were very polite and professional and I thanked them and tipped them as a gentleman should. 

Upon departing, a local enforcement patrol signalled a desire to inspect my compliance with regulations.  Being a gentleman, I graciously assisted them.  When the officers saw my cargo hold full of meth and kidneys they had a bit of a fit.  I tried to explain to them, first, that I was fully complying with their laws and regulations and the meth and kidneys was destined for a market that did not share their peculiar moral preferences, second, that I had been very careful not to allow any of it off my ship while in their quaint little dominions, third, that every bit of the meth and kidneys was absolutely my property by right of salvage, not theirs, especially since the kidneys had been cryofrozen on a decivilized world since the collapse and the former owners were in no position to express any opinions on the matter, fourth, that they the inspection officers were not under any circumstances going to confiscate anything, especially as the proceeds from this property had been earmarked by myself for paying some rather notable bills which would certainly help encourage local industry and commerce in their stellar neighborhood, and finally, that if they persisted in any foolishness my salvaged superdreadnought's reality disruption weaponry should be measured against their two dinky little frigates before anybody did anything hasty.

My entirely reasonable arguments unfortunately fell on deaf ears.

Two rather small expanding clouds of debris later, I proceeded on my way to my next intermediate stop prior to the final destination for my meth and kidneys.  This was another quite nice indie planet where the subject of a minor delivery awaited.  Upon arrival there, however, I found that word of the previous incident had preceded me.  As I had been, quite lawfully and rightly, travelling with my transponder activated as specified in chapter 252.11 section 3 subsection 14 of the Interstellar Navigator's Standard Regulation, I had been positively identified during the preceding minor altercation, and this second indie world had inexplicably decided to align its entire foreign policy in every detail upon whatever decisions would be made by any other indie world - in short, defining its government as policy as the exact diametrical opposite of "independence" - and most particularly those events involving my first stop with the overly zealous enforcement officers. 

To be precise: although I had never committed a single infraction of any sort in this world's jurisdiction, and in the previous incident had been guilty merely of protecting myself and my property from highway robbery under color of law, and in any case that incident - being in an entirely different solar system and sovereignty - did not and should not concern this world's authorities in the least - nevertheless, I had been declared an Enemy Of The People, to be shot on sight.  And any docking privileges were to be refused.

Retaining my patience with, it must be admitted, a certain degree of difficulty, I requested permission to at least drop off my charge - as it happens, the child of one of the chief planetary administrators, whom I had agreed to convey to this location as a favor to a friend.  You will scarcely believe what happened.  Docking privileges were once more refused.  How regrettable an age this is, when a parent will refuse to see their own child simply because of a minor quibble with the captain of the vessel upon which the poor child travels!  Feeling great sympathy for the poor child, and being of a naturally generous and expansive character, I attempted docking incognito, as it were.  Unfortunately this planet, too, had overzealous enforcement officers, who insisted that, primus, I was not to dock with my transponder on, secundus, I was not to dock with my transponder off, and tertius, PEW PEW PEW.

Somewhat exasperated, I and my superdreadnought dispensed with these arguments, giving them the attention and concern they deserved.  The planet's night sky quickly became calm and peaceful once more, speckled with the occasional bit of drifting wreckage - I'm sure it must have sparkled beautifully when seen from the ground.  This, unfortunately, I could not verify, as when I attempted to dock incognito once more so as to discharge my duties and allow the poor child to rejoin its ungrateful parent, it became clear that not only would I be denied docking privileges regardless of transponder status and presence or absence of overzealous enforcement officers, but that this state of affairs could be expected to persist for "many months".

It is very important to note at this juncture: I had given my word.  I had given my word to deliver this child safe and unharmed to parental authority by a particular date, a date which was at this point merely a few days in the future.  I am an honorable gentleman; it is a particular point of pride that I have always kept my word and always achieved what I have said I would do, whether the commitment be to the noblest fleet commander in the Hegemony or the most contemptible guttersnipe of Eochu Bres.  When I have said I will do something, I do it.  And I had done! - here I was, with the child, at destination, in visual sight distance - and the very parent to whom I had sworn to deliver their beloved child, a powerful and influential member of the planetary government, was refusing to permit me to do so!  A parent, refusing to accept their own child!

I persisted,  I argued.  I pleaded.  A few days passed.  The deadline arrived.

And passed.

I had broken my word.

I'm afraid at this point I rather lost my temper.

In a towering rage, I broadcast to the planet that their execrable stupidity would no longer be permitted to commit such offenses against my honor and good name.  I removed the silly little patrols that had arrived in the interval, and I saturation bombed the planet.

These insufferable fools would never again be permitted to make a mockery of my sworn word.

Proceeding onward to a much more liberal and enlightened port of call, I disposed of my meth and kidneys in a satisfactory manner, as well as putting the child off with a suitable gratuity - sufficient to buy a frigate and thus to determine one's own way in life.  Quite satisfied with this outcome and having recovered my equanimity, I then made my way to a major center of civilization, eager to taste the fruits of high culture with my newfound wealth.  How shocked, how dismayed, how perturbed can you imagine I was, then, to discover - upon arrival at this teeming metropolis, my home port for many years, inhabited by several of the finest and most infuential personalities in the starlanes, each of whom I had the pleasure of calling "friend" - that I was to be denied docking clearance!  And not only that: in shock and horror, I discovered that I - I! - who had done so much, worked so hard, flown so many light-years for the rich and powerful of this world - was to be attacked on sight by the local defense fleets!

It is a satisfaction - a bitter one, but a satisfaction nonetheless - that my superdreadnought's reality disruption weaponry proved as effective against battleships as it earlier had against frigates.

But, as the vapor clouds slowly dissipated, I was confronted with an intolerable fact.  The same - same! - arguments were presented by this planet's government in turn, to the effect that in light of my horrendous crimes - crimes which, I remind you, consisted merely of protecting my own property, refraining from violating local trade statutes, attempting to keep my given word, and above all, flying with my transponder activated as per the Interstellar Navigator's Standard Regulation - all previous services and favors I had performed were forgotten, all previous debts the rich and powerful individuals of this world had incurred in my regard were to be ignored, all friendships now inconvenient, and I was to be consdered merely criminal scum.

I!  Criminal scum!

I remember well how my eyes narrowed and my keen gaze flashed at the seriousness of the situation.  This precedent, if allowed to stand, could well be disastrous.  I took immediate action.

I saturation bombed the planet.

Remorse took me like a hyperspace storm.  Was this truly justice?  Was this truly befitting a gentleman?  I needed spiritual advice, so I flew directly to the nearest Church world, seeking guidance of the soul.  They denied me docking privileges and would not hear my plea.  I saturation bombed the planet.  Frantic and distraught, I needed to sit and think.  I needed calm reflection and good wine.  I needed supplies and simple mercantile truths.  I went to a League world, where I was denied docking privileges, so I saturation bombed the planet.  Exiting into hyperspace, a passing Hegemony fleet diverted course to attack me without warning.  I systematically disintegrated every single one of their craft, returned to their home base, scattered the ashes of their dead into the atmosphere, and then saturation bombed the planet.

The matter could no longer be left to chance and happenstance.  The question of right and wrong must be made clear, and all must proclaim their allegiance.  I proceeded to the closest planet in the very next system over and, upon discovering their attitudes to be inadmissible, I saturation bombed the planet.  Proceeding to a more liberal if slightly disreputable port of call, I found them quite bemused and uncomprehending as to what was going on and quite willing to do business in the usual way, so after purchasing a suitable amount of fuel I left them in good order and newfound wealth while I proceeded to the next three civilized worlds and saturation bombed each planet.  From there on I don't recall the details.  There may have been some minor encounters with fleet commanders, patrol inspectors, star fortresses, and whatnot; I'm afraid it all became a bit of a blur in the targeting reticles of my superdreadnought as I moved on, world to world, summoning each one to declare its allegiance to Truth, Justice, and the Starfaring Way, and saturation bombing those who ululated their piffling little irrelevancies while refusing me docking privileges. 

In retrospect, I suppose the truly surprising thing is that not one of these planetary administrations ever took note of the pattern of events and considered that perhaps their wrong-headed principles should be set aside in the interest of self-preservation and averting the saturation bombing of their planet.

Regardless, this is why civilization in the Persean Sector consists exclusively of the Sindrian Diktat, the Tri-Tachyon corporation, and the assorted bands of freelancers and independent operators colloquially known as "pirates".  Gentlemen adventurers all, we understand that one can't build a space empire without saturation bombing a few planetary eggs, and we never respond unprofessionally to the necessities of business.

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