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Messages - JT

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31
Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: September 30, 2014, 04:43:40 PM »
This is tangential but I just want to point out that Honor Harrington was, at best, a sensationally uninspired piece of milwank with some unsettling undertones that the author probably didn't notice because he was too busy faffing himself off about how the military is correct about everything.

I only read Basilisk Station, the first book in the series, based on name recognition for the main character.  I am told it only gets worse from there.

It's good that we live in societies where everyone is entitled to share their opinions. =)

I'll admit that David Weber has it through his head that flat taxes are pure genius, and his lack of subtlety can sometimes make me cringe (Rob S. Pierre? seriously?), but the beauty of the series is that it's "age of sail... in space!"  It's an incredible enmeshment of genres.  Once you look at it from that perspective, you start to appreciate it as being an interesting "self-consistent" piece, rather than having any external validity.  Which, really, is what being a "story" is all about -- if I wanted to learn true politics, I'd get into politics. ;-)

32
Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: September 29, 2014, 02:59:18 PM »
  • Removed speed penalty after winning battle

My immediate reaction to this was an indignant "What?!"  As others have mentioned, this promotes kiting, which as I understand it was actively being targetted as an undesirable gameplay style -- and the nerf to tugs (I'll get to that in a minute...) clearly indicates that kiting (with heavy singletons, at least) is considered an undesired gameplay element.

If you're not going to go back on this, then may I suggest a Mount & Blade style reinforcement (in a later version, obviously), where in any scenario that you attack an enemy fleet within shooting distance of another fleet, the other fleet can join on the side they want as reinforcements (to arrive at a later point in the battle, rather than as initial deployments)?

Quote
  • Reduced amount of cargo space taken by ship weapons, now 2/4/8 (was: 5/10/20)
If we're going this route, it might be worthwhile just to make them take up the same amount of space as their OP.

Quote
  • Removed XP gain from losing your own ships

Hrm. "Failure is a great teacher, and I think when you make mistakes and you recover from them and you treat them as valuable learning experiences, then you've got something to share."

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  • Doubled the prices for all ships
  • Balancing:
    • Greatly reduced amount of salvage from battle
    • Fighting combat fleets unlikely to result in high profit unless a bounty is also involved
    • Best opportunity is to attack trade fleets carrying expensive goods
    • Adjusted fuel use and capacity of ships across the board

So we're increasing the value of ships and cargo even more, but we're still sticking with the principle of "we'd rather blow them up than board them and take them intact"...? =)

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  • Ox-class tug: now limited to a maximum of one per ship

From a realism perspective (for whatever good that serves in an environment where Handwavium is perfectly justifiable), I figure this should be based on hull size (hit points) instead.  The larger the ship's actual hull, the more tugs it can accept to boost burn.  The weaker the ship's hull, even in a particularly large ship (e.g., a high-tech glass cannon instead of a low-tech brute), the fewer tugs it can use to augment its speed.

A single tug per ship smacks of arbitrary things done in the name of balance, which may be acceptable in quick-and-dirty RTSes but aren't as readily accepted in games that have a more rigid simulation bent.

Quote
  • Removed "send out salvage teams" from post-engagement options; choices are now "maintain contact with the enemy" (functions as "harry" did) and "stand down"

Is this because "stand down" is redundant, or is this further nerfing of being able to partially recoup your losses in a battle?  I hope the former, because as much as trade is going to be "fun" subjectively, combat still needs to be a viable means of income to justify the vast amount of development time that went into perfecting it.

Quote
  • Made fleet movement slightly less inertial (2x acceleration)

I suppose I like and dislike this simultaneously, since I was usually able to coax ordinarily faster ships into action, Honor Harrington style, by fooling them into navigating the wrong way toward a larger fleet, which they would flee from and then subsequently choose an evasion path which would force them into contact with me.  I like this because the AI should have been smart enough to avoid being boxed in, but dislike this because it makes it even harder to catch meaningful prizes in combat gameplay.

-----

The rest I'll reserve judgement on until I actually see it, but every other tweak of existing features seems to be right on the money!  (I'm a pessimist at heart so I focus on negative feedback rather than positive feedback, although at least I think it's constructive criticism. =))

33
Blog Posts / Re: Trade & Smuggling
« on: September 04, 2014, 04:58:23 PM »
God, I cannot wait for this update to come out. Not too excited about having to wait for all my mods to update though... Oh, well. I'll have this new stuff to play with! Also, I wish bork bork bork

That pretty much turned Swedish Chef right around the point I mentioned, as that was wayyyyy too massive to read and understand, especially since you actively disincentivised reading with a lack of paragraph breaks. =)

I will note however that Suggestions should go on the Suggestions board, one suggestion per topic, after you've searched for anything that has already been suggested.  I will also note that Suggestions are usually only considered if they are immediately relevant to the current development (e.g., right now, development is focused on, of course, trade and smuggling).  Third is that the Blog Post is oriented towards discussion of the feature in the blog post itself.

Welcome to the boards, though!

34
Blog Posts / Re: Trade & Smuggling
« on: August 25, 2014, 11:07:24 PM »
Will paying a toll exempt you from further tolling for a while?  How long does this exemption last?  Is this exemption recognised by other fleets, or only by the fleet who levied the toll?  If you can get "double taxed", you'll infuriate every Republican who plays the game ;-)... jokes aside, it just generally feels very gamey and wrong.  Abstractly speaking, they should know that you have the paperwork to back things up, so once you've paid your dues they should leave you well enough alone.

35
Blog Posts / Re: Fleet Creation
« on: July 24, 2014, 03:54:08 PM »
The only observation I have so far, at least as far as trade fleets go, is that it doesn't seem to represent the "windfall" singletons that occasionally operate -- your average schmoe who thinks "by God, I can turn a profit of 500 credits a bottle if I take X to Y!" and attempts to work their way up from the bottom in a lone freighter.  While these opportunities often fail in reality, they're part and parcel of interesting science-fiction, and they provide viable targets for bandits and raiders.

Or would that simply be handled with a different, more random spawning scheme?

36
Suggestions / Boring missions, and their necessity
« on: March 10, 2014, 03:13:33 PM »
The latest blog post about trade got me to thinking about the very real challenge it posed; both sides made strong arguments, whether having a free trade speculation system (with no market adaptation) results in the player finding a profitable route and grinding the crap out of it, being boring, versus whether having a non-speculative system with windfall opportunities and market gluts kicks you when you're down by limiting or denying you any opportunity to get back on your feet, being frustrating.

I then considered the fact that in reality, the vast majority of cargo on the roads on Earth is completely non-speculative, being transshipped.

We know them as Fed Ex quests, and we generally hate them when they're the sole form of gameplay, but there are exceptions -- the Taxi missions throughout the Grand Theft Auto 3D series have been nothing short of hilariously fun, and Euro Truck Simulator (2, too) is based on nothing other than shipping other people's stuff where it needs to go.  I actually found being a United Shipping courier in EV: Nova to be one of the most fun Fed Ex styles of gameplay in any game, since there's such a huge element of "oh crap, oh crap, oh crap, there's a fleet battle that I'm stuck in the middle of, oh crap, oh crap, gah, railgun, oh crap, oh crap, phew, made it away" when you have few appreciable weapons and are dodging the firing solutions of two meeting forces as nothing other than an unfortunate collateral.  The time pressure certainly never hurt, although it was a "jump" pressure unlike Star-far-ector since its clock didn't tick over except on landing or jumping, so it was basically how to manage your routes efficiently, taking assignments where the pickup point would be the same as the destination for another assignment you had already taken, and so forth.

In short, if we're going to focus on a more realistic speculative cargo system which relies on shortages and surpluses to be profitable/available, since it appears we're not interested in a Patrician III style of free market trading system, I feel as though we should also represent the other element of reality: freelance owner-operator shipments.  Space truckers, yo.

37
Suggestions / Re: Retire
« on: March 10, 2014, 02:55:59 PM »
How about "Withdraw", for better semantics?  While "Retire" is probably more accurate in a military context, media has an influence on meaning -- "Withdraw" might be better understood by the layman as meaning a temporary pull-back, especially for people familiar with the concept of a "tactical withdrawal" which I knew even before becoming a hard-sci-fi buff, whereas "Retreat" implies a Python-esque "run away, run away!" that I don't think anyone would mistake as being temporary.

One deus ex I can throw in the machina, though: why not just improve the Retreat mechanics to behave like the proposed Retire mechanics, and rename Retreat accordingly?  The Honorverse certainly tells us that it is abominable survival strategy to split a formation and have elements scatter -- and while the Honorverse has the dubious honour of being, you know, fictional, it does mean that it's supported in the genre fiction. =)

38
Suggestions / Re: API request
« on: January 22, 2014, 10:41:07 PM »
Requesting a new API type, ResourceAPI, along with basic functions -- at the moment, getValue() and setValue().

I was conceiving of a way of introducing some civil gameplay instead of combat-oriented gameplay in the form of cargo deliveries accessed on the trade screen, but unfortunately bumped against the problem that we presently have no way of re-pricing resources (such as Fuel, Elite Crew, Supplies, etc.) on space stations.

My original proposal (for my own use as a design document) was:

Spoiler
Perhaps one way of implementing a civilian economy at the moment, prior to any full-on scripted mission system, is simply to have passengers and cargo destined for local trading hubs.  More to the point, the game would add the following:

Commuter Passenger to [X]
Travelling Passenger to [X]
Migrant Passenger to [X]

multiplied by the maximum number of trading hubs in the game -- so if there are 50 possible hubs, then there are 150 different new "crew" types added to the game.

Each of the different passenger types would be configured to correspond to one destination hub, and then from 1 to 20 of each passenger type would be scattered at each of a number of hubs within the specified range band.  Commuter Passengers would appear on other trading hubs within the same system, Travelling Passengers would appear on trading hubs in adjacent systems, and Migrant Passengers would appear on trading hubs in non-adjacent systems.  Periodic update scripts would remove the corresponding passenger types who are in the cargo of the appropriate hub, and would periodically add from 0 to 5 new passengers for that hub to random stations in the corresponding range bands.  Periodic scripts would also check to see the number of passengers waiting at every station and would subtract from 0 to 10% of all passengers waiting -- this is to reflect other companies scooping up these passengers, or the passengers getting fed up of waiting and hiring their own shuttle instead of waiting for a liner.

Each passenger is "free" to "buy".  When you dock with the designated trading hub, the "selling" price of all corresponding passengers is then set accordingly -- commuter passengers would pay a commuter fee (25 credits), travelling passengers would pay a intersystem hop fee (125 credits), and migrant passengers would pay a hyperflight fee (625 credits).  The cost of supplies and hyperfuel combined will make single hops inefficient for bulk transports, but very, very efficient when large numbers of passengers are transported.  Shuttles, on the other hand, can turn a profit running commuter service only, since their daily supply costs are low and no fuel is needed for in-system travel.

A similar behaviour would apply to cargo:

Delivery Cargo to [X]
Intersystem Cargo to [X]
Long-Range Cargo to [X]

TODO: Balance "selling" prices subject to testing -- how long does a typical commuter shuttle trip take (and therefore how many daily supplies -- no more than 7 days?), and what personnel capacity is involved (and therefore how many life support supplies -- 0.1/passenger/day?)
TODO: Dropping off passengers at places other than their destination works fine as designed -- they'll just have zero value -- but how to criminalise jettisoning passengers?
[close]

Aside from the inability to add new crew types at the moment -- they seem to be fairly hard-coded ;-) -- which in itself makes the idea unfeasible for passengers but still feasible for cargo deliveries, the main lacking feature is the ability to price commodities via the campaign or sector updates.

I could of course go the hard route and implement commodity exchanges and passenger pickups as dialogue plugins and then assign the cargos themselves as zero-value commodities, but that's a brutal path to follow for something that was intended to be ultimately simple.

I would also have to represent passengers as cargo rather than as crew, owing to the aforementioned hard-coding, which would mean I'd have to apply a scripted drain on supplies rather than having it behave emergently as part of the existing personnel capacity system, which would have a number of undesirable side effects, such as not being represented properly on the UI, and creating the unintuitive scenario that a troopship cannot be used as a passenger ferry.  However, allowing the creation of new crew types seems like it would be rather difficult to implement on the engine side, so that particular request will have to wait for another day, I suppose.

39
Announcements / Re: Starsector 0.6.2a (In Development) Patch Notes
« on: January 02, 2014, 04:34:00 PM »
Actually, Debido has an interesting point.  We've focused on the combat AI so much that we've sort of left the campaign movement AI untouched. AI ships just sort of drift around without applying the same techniques of boxing and interception that player fleets do.  I'd be scared to death of trying to pick off stragglers if suddenly enemy fleets could use small patrols as decoys to lure my faster ship into an unavoidable drift into a larger enemy fleet (although with the more discrete burn-level mechanic this occurs less often).

I think Mount and Blade really suffered here, too; it was either rushing to the attack or fleeing with abject cowardice -- "Run away, run away! [banging coconuts]" -- with no middle ground of strategic positioning.

Probably more of a subject for a suggestions thread than a patch-notes thread, though.

40
Mods / Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: October 09, 2013, 10:25:06 PM »
dear uomoz
will neutrino corps added to this mod?
i hope it will ^^

There was a whole thing about this in the Neutrino Corp thread, but basically, Neutrino Corp needs a teensy bit of work (read: a lot of grueling and unrewarding effort) for the CR system before it can be copied in directly. The author doesn't want to to do so at this point, citing creative freedom and pointlessness, while Uomoz doesn't want to implement Neutrino Corp without it, citing imbalance.

41
Mods / Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: October 07, 2013, 03:48:18 PM »
Tip jars/pay-for-clicks/etc. for mod packs always makes me a little squeamish. Uomoz does great work, don't get me wrong, and his script contribution to the mod pack on the whole is fantastic -- at least as much work as any individual author puts into the faction that UoS includes -- but when it comes down to it he'd still be getting compensation in part for others' creative works. =)

If there were a "Sector: Journey Slush Fund" that was distributed evenly, I'd be more than cool with that, but then that starts to encroach on 'too many fingers in the pie', obviating the point of establishing the pool in the first place. And then people might think that their individual contributions were greater and start to negotiate for shares...

42
Mods / Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: October 04, 2013, 09:21:54 AM »
Now my burn is down to 4, and my supplies deplete at about 6.5 per day. Now not only do I have trouble catching fleets that I can actually fight, I'm hemorrhaging supplies.

I get the same trouble, but I don't think it's Uomoz's fault. (I did two ragequits on the latest version, both times after glorious and extremely thrilling Lasher-on-Lasher battles causing me to come out something like 6000 Cr in the hole after supply and repair costs.) I think the problem here is that we have a vanilla campaign system designed to punish combat and make it extremely difficult to sustain as a lifestyle, but no supporting economy yet to act as an alternative. Heck, even a cursory look at the vanilla unit list, let alone the mod-pack's, shows how many combat units there are compared to economic units. Compare reality and the number of types of ocean-going liners, yachts, rigs, and other craft versus frigates, battleships, and cruisers.

What Exerelin did, in my opinion, is brilliant: giving the player the basic means to acquire resources through skimming and asteroid mining (although at 50 supplies (4000 Cr) a pop it's a smidgeon imbalanced ;-)). While I love how Starfarer (or whatever it's called) has focused on getting a fantastic battle system in place, the slow pacing of the incremental improvements to the campaign system is really beginning to hurt: there's no game yet, just a particularly advanced combat simulator.

43
Mods / Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: October 02, 2013, 10:20:26 PM »
It's not so much gibberish as it is a sufficiently inadvanced technology that is quite distinguishable from the magic of bilinguality. ;-)

What I'm more curious about is what native language it was machine-translated from! It looks like it follows an SOV style, but it's a tough one to decode since the translation tool made a strong effort and actually translated every word instead of leaving any residual transliterations. I want to say Japanese, though that's just gut instinct.

44
Mods / Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: September 30, 2013, 09:37:47 AM »
What immediately strikes me is how much of the basic essentials the stations get, and how few weapons are available at all of the stations. The Hegemony station is absolutely loaded with dozens of thousands of supplies, several thousand fuel, and nearly hundreds of thousands of elite, veteran, regular, and green crew put together.

45
Mods / Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: September 30, 2013, 08:22:11 AM »
Dropbox has been really flaky for me, so maybe that's the cause, but when I go to the download page [in Firefox] I have a barebones HTML page with no stylesheets, with a Download link that has no effect. I'll shot it:

Spoiler
[close]

[edit] Arr harr... it works in Internet Explorer. Curious. I wonder if this is a side effect of having redirects disabled, after a particularly nasty run of pop-ups nailed me with a Trojan one time. [edit2] Nope, the cause of Firefox being flaky with Dropbox is yet a mystery (regarding the poster below me: no, Java/JavaScript are all fine and up to date, CSS is enabled, and I specify my own (minimalist) blacklist for AdBlock instead of using a public blacklist). But through IE I have the download at least! [edit 3] Aha! Java 64-bit is up to date, but Java 32-bit is not, and is disabled by Firefox thanks to their "do as we say" policy on disabling plugins with published vulnerabilities. I'll see if that fixes the problem. [edit 537] Nope, still nothing after updating to Firefox 24, updating Java 32-bit, etc. Sigh. Firefox and Dropbox do not friends make, apparently.

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