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Topics - SafariJohn

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166
Suggestions / Surrender!
« on: October 17, 2015, 12:43:39 PM »
You mean you wish to surrender to me? Very well, I accept.


There's been a lot of good discussion about boarding, ship destruction, salvage, and etc., but there has been little progress. While not ignoring those things, I believe most of the related issues can be avoided entirely through surrendering.

Civilian ships used to surrender, which avoided one of the major issues with the current version - rep-killing pursuit battles. But bringing that back is only the beginning. Ships are relatively easy to blow up, which clashes with the theme of ships being used for a very long time. If ships surrendered mid battle when they took too much damage or their fleet started to lose badly then they wouldn't get blown up. Ships and fleets surrendering would also facilitate the pirate lifestyle, since people who are alive can pay you to leave them alone.

I could write more, but I'd rather not ramble. ;)


For the last time, surrender!

167
Suggestions / Remove Chargeup on Thumper
« on: October 12, 2015, 09:17:54 PM »
Unless there's a particular reason the Thumper has a chargeup period that I'm not aware of, it just messes with the AI more than it's worth. Especially since, for the most part, the AI is the only one ever using this weapon.

168
Suggestions / Reduce Harpoon Pod Salvo Size
« on: September 03, 2015, 12:56:45 PM »
I've been messing with the Harpoon Pod lately as part of some other things and I feel it runs out of ammo to quickly. The ammo count of 12 is perfect, but only being able to fire 3 salvos heavily reduces the Pod's flexibility.

I suggest reducing the Pod's salvo size back to 2.

Or, if 2 is too low, change the sprite a bit and let it fire 3 per salvo.



If the Pod really needs to be able to fire four or more Harpoons at a time, then add an optional set of data fields for "ready rounds".
Spoiler
Ready rounds would be like the unused clips mechanic, but instead of adding to ammo it takes from it.

I think only three data fields would be necessary for such a mechanic:
r(eady)ammo - amount of ammuntion ready to be fired; pulls its ammunition from the ammo stat's ammunition.
rammo/sec - exactly like clips but for ready ammo.
rreload size - exactly like clips but for ready ammo.



Example stats for 2-missile salvo Harpoon Pod:
 
...  ammo  ...  rammo  rammo/sec  rreload size  ...  chargedown  burstsize  ... 
   12     .25     0.5     

With this the Harpoon Pod could burst fire 4 missiles in 2 salvos, then be limited to 2 missiles per 8 seconds.



Alternate example stats:
 
...  ammo  ...  rammo  rammo/sec  rreload size  ...  chargedown  burstsize  ... 
   12     .25     0.25     

This version is the same, but the missiles can be fired one at a time.

[close]

I'm sure modders (myself included) would love a mechanic like that, but I don't actively support adding it to the game. Weapon stats UI would have to be completely reworked to fit clip and ready round stats at the same time. As it is, there's simply no room left.

169
Mods / [0.97a] Roider Union 2.1.0
« on: August 26, 2015, 08:16:10 PM »
Roider Union

Download v2.1.0

Save compatibility: v2.1.0 or later
Requires LazyLib
Requires MagicLib
Requires RetroLib

Supports GraphicsLib | Supports Nexerelin
Supports Commissioned Crews

Both a culture and a profession, most roiders (roaming asteroid miners) live as nomads, travelling the Sector in their ships to find mining sites. When many of them allied with their more sedentary kin to fight a massive surge of piracy, no one expected it to last. Since then, the Roider Union has become the face of all roiders in the public eye and a minor power in its own right.


Features:
- Join the Roider Union, an alliance of asteroid miners
- Retrofits! Convert your junk civilian ships into warships
- Find refuge in the far reaches at independent roider stations






Gameplay Tips:
- Roiders rely heavily on their fighters. Use the Fighter Clamps hullmod to even bring them on your frigates!
- Ship conversions are done at markets with a Union HQ industry. Go to the bar to meet the Roider CEO in charge.
- Some Roider ships have tough armor modules on their front or sides. Low hit-strength weapons will struggle to do damage to them.


Credits:
Created by SafariJohn
Art by Gwyvern
Music by Electric Trojan
Music and Sounds by MesoTroniK
Testing by Avanitia
Code snippets given by Tartiflette, MesoTroniK, and Gwyvern
Alex, David, and co. for making Starsector
And the Starsector community for years of support!



Changelog:
Version 2.1.0
 New Features
 - Added Historical Roider Charter special item for Roider Dives and Union HQ
   - Boosts production, mining range, and fleet size
 - Organics are now available as void resources for Dives and Union HQ to gather
 
 Changes
 - Nerfed Calidor's Interdiction Sequence
   - Reduced range from 1000 to 800
   - Restarts target's engines after a few seconds
 - Void resources in Roider systems are now preset
 - Rebalanced void resource generation - roughly a bell curve, now
 
 Bug Fixes
 - Fixed cargo screen lag 100%
 - Fixed nomad bases in fringe not accurately tracking commodity sales for shortages/surpluses
 - Fixed Mad MIDAS bar event's bad result not being shown - it was still happening, though


Version 2.0.7
 Bug Fixes
 - Fixed initialization crash on new game


Version 2.0.6
 Bug Fixes
 - Fixed prospector fleets being spammed
 - Fixed Union HQ submarket and retrofitting not using Roider Union rep/commission
 - Fixed NPE from Rockpiper Shipworks
 - Reduced lag when opening inventory - still looking for main cause


Version 2.0.5
 Bug Fixes
 - Fixed random Phasenet crash
 - Added missing Ring Flare Launcher description
 - Blocked roider prospectors from spawning in some invalid places


Version 2.0.4
 New Features
 - Added Ring Flare Launcher
   - Used by Argos-class mothership and Jane-class tanker
 
 Bug Fixes
 - Fixed incompatibility crash with Ashes of the Domain
 - Stopped Neural Link hullmods from being transferred to armor modules


Version 2.0.3
 Changes
 - Improved Zap SRM's zap visual
 - Improved Phasenet's zapping visuals

 Bug Fixes
 - Fixed Wrecker towing crash


Version 2.0.2
 Bug Fixes
 - Fixed crash when replacing Roider Union capital
 - Corrected Rocksaw normal map's name


Version 2.0.1
 Changes
 - Roach's armor module now temporal shifts with it
 - Fixed a few variants affected by vanilla's weapon OP changes that slipped by my first pass

 Bug Fixes
 - Fixed NoClassDefFoundError crash when starting a game with Nexerelin


Version 2.0
 New Features
 - Moved all code from Java to Kotlin
 - Added Doldrums Chaingun - small kinetic burst gun
 - Added Calidor-class carrier - premium destroyer carrier
 - Added Cowboy-class light (frigate) carrier
   - Renamed destroyer Cowboy to Trailboss
 - Added S-Mod effect to MIDAS - reduces kinetic damage to hull/armor
 - Added S-Mod effect to Firestorm Integration -  gives Ballistic Rangefinder's effects
 - Unified fringe mechanics under "nomads" concept
   - Fringe stations come in various sizes and all offer retrofits through special Argosi Bazaari industry
   - Nomad trade fleets travel between fringe stations and core worlds
   - Systems with Roider Union stations display transponder warning on jump points
   - If Korovin is lost, a fringe Roider station will replace it as Roider Union's capital
 - Added an industry BP for Roider Dives, which now costs less to build
 - Improved Sharpshooter's hit chance
 - Moved most retrofitting code to new RetroLib library mod
   - Added generic frame hulls - convert any ship to a Roider ship!
 - Externalized all strings for translators
 - Maybe other stuff not covered in Changes section
 
 
 Changes
 - Reworked Argos mothership
   - Replaced some weapon mounts with drone wings
   - Added Drone Reserves hullmod - 100% replacement rate and replaces whole wing at a time
 - Reworked Ranch carrier into heavy carrier
   - Armor! Guns! Still lots of fighters!
 - Reworked Gambit fast cruiser
   - Added pirate Gambit
 - Gave Bombard destroyer the LIDAR Array system
   - Removed DTC hullmod
 - Blasting Laser is now a Hybrid (Energy) weapon
 - Rotary Hammer Launcher is now a premium 12 OP missile weapon
   - Triple shot with select-fire
 - Added Holistic Gyro-Stabilizer hullmod to Cyclops
   - Reduced recoil, faster turret rotation, increased medium ballistic/hybrid range
 - Added an escape burn system to Hopskip Mk.II bomber
   - Reduced cruise speed
 - Renamed Onager destroyer to Aurochs destroyer
   - Removed old Aurochs
 - Renamed Cowboy light carrier to Trailboss light carrier
   - Changed built-in drones to open slot
   - Added Outrider hullmod - blocks bombers
   - Changed medium ballistic turret to energy
 - Renamed Sheriff frigate to Desperado frigate
   - Removed drone wing and reworked weapon mounts
 - Reworked Rocksaw heavy fighter
   - Now has Doldrums Chaingun as main armament
 - Renamed Armature strike drone to Tracker strike drone
   - Removed old Tracker
   - If carrier has MIDAS, provides a speed boost to carrier's other fighters
 - SP-improved a couple Roider Union industries
 - Removed Ogrov, Dragline, Nolasher
 - Removed ability to build in Tracker Swap
 - Reduced number of particles in Pile Driver's onFire effects
 - Other changes I've lost track of
 
 Bug Fixes
 - Removed a lot of possible NPEs
 - Fixed some issues with Phasenet pull speed
 

See changelog.txt for older changes.
[close]

170
General Discussion / Technical Descriptions: Vagueness vs. Specificity
« on: August 23, 2015, 11:00:45 AM »
A lot of sci-fi games use technical descriptions in their descriptions of things, especially weapons, and Starsector is no exception. But the theme of Starsector includes loss of knowledge of how things work.

Current weapon descriptions vary on how vague or specific they are when talking about the fundamental mechanics of the weapon. Here are two examples, one of each type, relevant parts bolded.

More vague:
Quote from: Arbalest Autocannon
An antiquated weapon design with high per-shot damage for its size. The kinetic shells are especially effective versus enemy shields.

Heavier patrol craft at the time of the Collapse were mostly fitted with the Arbalest Mk I weapons platform. This is probably the reason the Arbalest is claimed to be the most scavenged ship weapon system in the Sector post-Collapse. The primitive cooling system and a lack of an autoejector hamper rate of fire and reliability.

The only redeeming feature is the ubiquity of the 42mm arbalest round, which is effective at bringing down enemy shields. The effectiveness of the shells is poorly understood, and is suspected to lie in the electromagnetic properties of the shell jackets.

More specific:
Quote from: High Intensity Laser
An extremely long-range, high damage energy beam cannon, often mounted on support cruisers with great effect.

The High Intensity Laser is a powerhouse weapon that has an energy rating well beyond the giga-watt range. To produce such power for an extended period of time, the design relies on a built-in fusion power core. This core still requires an external actuator, a role filled by a ship's reactor when firing commences.


Three meticulously calibrated lens assemblies guide photons within the ignition unit, requiring seconds to build up the energy necessary to maintain a coherent beam. The gain medium is a two-staged gas-solid which is q-switched and provides a potent particle stream that can obliterate unsuspecting targets in seconds.

The extreme range at which targets can be tracked and destroyed makes the HIL excel in safely providing close support to friendly ships that are engaged in a melee. It is a favored weapon of captains that can manage the flux cost associated with operating it.



Do you think weapon descriptions should be more vague, are good as they are, or should be more specific?



I think they could be more vague than they are, for the most part. About where the Arbalest description is. The basic physical stuff is well understood (cooling system, loading system), but other technologies and sciences that are fundamental to the weapon's effectiveness (shell composition) are only suspected or completely unknown.

171
A minor visual bug. The screenshot should make it clear. On my 1920x1080 monitor all other resolutions were fine.

Spoiler
[close]

172
Bug Reports & Support / Fast Missile Racks AI
« on: August 22, 2015, 09:22:58 AM »
I've noticed that the AI doesn't use Fast Missile Racks very well (since I was using a fleet full of them a while back), so I watched a Vigilance with only a Pilum LRM Launcher firing at an Atlas for several minutes a couple times.

I noticed several things:
The AI waits a varying amount of time after it fires its weapon to activate FMR. Sometimes this causes it to use FMR too early and get no effect. I saw this happen twice in a single run. Feature, I know. ;)

The AI uses Pilums oddly when it finally runs out of ready ammo: it will wait even though it has three missiles ready. I saw it sometimes fire the missiles after a bit; wait until it had four then fire the three; wait until it had four, fire three, use FMR, fire one; and wait until it had five, fire three, use FMR, fire two; but I never saw it wait until it had six, then fire two full volleys, like it seemed to be trying to do. In addition, when it didn't have any missiles ready to fire it would fly into Light MG range of the Atlas and just hang out while the Atlas drove up its flux.

I never saw the Vigilance's FMR charges drop to one. From this limited testing and what I've seen at other times, FMR may as well not have charges the way the AI uses it.

173
Suggestions / Faction Fractions
« on: August 21, 2015, 10:27:46 AM »
I think large ultra-unified factions don’t fit Starsector very well. That said, there still needs to be at least some Sector-wide unity among large factions. To accomplish this, I suggest factions be divided into a hierarchy of sub-factions within each faction.


Hierarchy:
At the basic level, each sub-faction has one of four levels in the hierarchy of its faction. A higher sub-faction takes over the sub-faction directly below it where its capital is.

Local – At the lowest level are the local sub-factions. These sub-factions only control one market each. Sub-markets can be controlled by other sub-factions.

System – The next level up is the star system. This sub-faction is usually created from the best Local sub-faction in its system. It retains control of its market and gives the market the System Capital condition, which gives a bonus to the market’s Stability.

Region – The third level is the region.  Similar to System sub-factions, a Region sub-faction, once created, takes over the best system its faction controls in its region and creates a Region Capital, which replaces the System Capital and provides a greater Stability bonus. The selected system’s System sub-faction reverts to a Local sub-faction and retains direct control of the capital market. When a Region sub-faction is created or recreated, it copies the opinions of the Sector sub-faction. Like markets and star systems, regions are predefined.

Sector – The highest level of each faction is one Sector-wide and ever-present “sub-faction”. The Sector sub-faction usually takes over the best region in the faction, dissolving the Region sub-faction, and gives the capital market the Faction Capital condition, replacing the Region Capital. When a Region sub-faction is taken over by a Sector sub-faction, then one of the Local sub-factions becomes a System sub-faction.

*Some factions have preferred capitals and will choose that market over all others.


Each sub-faction can maintain a number of ships based on the trade volume of the markets under it. Specifically the tariffs on that trade volume. Numbers probably need to be adjusted for balance, but a good starting spot is 30% of each market’s tariffs are taken by System sub-factions, 20% by Region sub-factions, and 10% by Sector sub-factions. This leaves each Local sub-faction with 40% of its market’s tariffs to field its own ships and fleets. These percentages might be different for different factions.

Due to conquest, individual markets will pass between factions. A faction needs two Local level sub-factions in a system to form a System sub-faction, and a faction needs two System sub-factions in a region to form a Region sub-faction. If there is no System/Region sub-faction over a Local/System sub-faction, then the next higher sub-faction takes the System/Region level’s functions. The examples below should help this make sense.


I’ll use the Sindrian Diktat faction for these examples and pretend each market produces 1,000 in tariffs. The Sindrian Diktat has three markets in one system in one region. Since there are three markets in one system, a System sub-faction is created from one Local sub-faction, in this case Sindria since that is the Sindrian Diktat’s preferred capital market. Since there is only one system in the one region, no Region sub-faction is created. Since there is no Region sub-faction, the Sector sub-faction takes over the system, changing the System sub-faction back to a Local sub-faction. The Sector sub-faction gets 10% + 20% + 30% = 60% of the total tariffs, for a total of 1,800 trade volume, and, as always, each Local sub-faction gets 40% of its market’s tariffs, for 400 each.

If the Sindrian Diktat only controlled one market, then there would only be the Sector sub-faction and it would get 100% of the trade volume of that market for 1,000 in tariffs.

If the Sindrian Diktat controlled three markets each in two systems in two regions, then there would be five Local sub-factions, one System sub-faction, and the ever-present Sector sub-faction. The Sector sub-faction would have 2,700 in tariffs and the System sub-faction would have 900.

If five of the markets in the above example were in one system and one in the other, assuming the one wasn’t Sindria, then there would be six Local sub-factions and the Sector sub-faction, since there has to be two markets to form a System sub-faction. If the one was Sindria then the Sector sub-faction would control it directly and the other system would have a System sub-faction and four Local sub-factions. The Sector sub-faction would have 3,600 or 2,500 in tariffs, respectively, and in the second case the System sub-faction would have 1,500.


Opinions:
Each sub-faction (and character) has its own opinion of all other sub-factions (and characters), including those of other factions. This means one sub-faction could be fighting another sub-faction, but the rest of the faction isn’t. The average of all sub-factions’ opinions (weighted by level) is the faction’s opinion on something. All sub-factions gradually default back to the faction’s opinion; the faction’s opinion gradually defaults back to neutral. The opinions of sub-factions directly above and below a sub-faction also have an effect on its opinions.


Traits:
Factions have Traits that determine how they interact with this system. Traits could also be used to define other things about a faction.

Centralized – this faction is dominated by a central sub-faction that rules all other sub-factions. Default (Hegemony, Diktat, Tri-Tach, Church of Ludd)

Decentralized – this faction does not have functional Region or Sector sub-factions. System sub-factions can arise if certain conditions are met. (Independents, Pirates, Luddic Path)

Individualized – this faction can form Region and even Sector sub-factions if a character can convince enough of this faction’s characters and sub-factions to unite under him or her. Modifies Decentralized. (Pirates, Luddic Path)

League – this faction is not quite decentralized, but the Region and Sector sub-factions are highly restricted in what they can do since power is in the hands of the Local and System sub-factions. (Persean League)

Martial – the military of this faction dominates or takes the place of the civilian government and makes all the Sector-relevant decisions. Default (Hegemony, Diktat, Tri-Tach, Pirates, Luddic Path)

Civil – rare in the Sector, the dominant part of this faction is civilian. Military sub-markets are controlled by separate Local military sub-factions. These military sub-factions’ opinions are dependent on the opinions of sub-factions above them and the faction as a whole. (Church of Ludd [Knights of Ludd])

Varied – this faction has a variety of governments. Some martial, some civil. (Persean League, Independents)


UI:
Keeping up with all those sub-factions and the reputation they have with each other is a large burden on the faction Intel screen. Thankfully, most of the UI elements needed to make it work are already in-game.

When the faction screen is first opened, it displays the Sector sub-factions in the list like it does the factions now. This list will need to be scrollable if it isn’t already. At the top, though, is a directory exactly like in the Codex that says “Top” or whatever. Clicking once on one of the sub-factions brings up its Intel window, exactly like it does factions now. Click a second time, though, and the list on the left changes to the Region sub-factions of that faction. The directory at the top changes to something like “Top > Regions”. Clicking on one of the sub-factions opens its Intel screen, and clicking on it a second time changes the list to its System sub-factions. The directory at the top changes to “Top > Regions > Systems”.  And so on.

This would also be a good place to integrate NPCs’ Intel screens. I’m sure all NPCs will be attached to one faction or another, and it is simple enough make the leap to associating them with a specific sub-faction in a faction. To that end, under the list of Region/System/Local sub-factions could be a little divider labeled “Characters” with a list of NPCs who are a member of that Sector/Region/System sub-faction. For Local sub-factions it’s as you may expect: click on the Local sub-faction a second time and the list on the left changes to show the characters in that sub-faction, there are just no sub-factions. Click on a character to open their Intel screen, of course.

With organization solved, the next big issue is how the rest of the information is displayed. For the most part the rest of the screen doesn’t change.

At the top it still says “The {faction}”, but a comma is added and then it specifies the sub-faction. Examples could include: “The Hegemony, High Command” for the Sector sub-faction and “The Hegemony, Jangala” for the Jangala Local faction. NPCs could use the same format: “The Hegemony, {Character}” or “The Hegemony, {Sub-Faction}, {Character}”. There’s a lot of screen space there, even on 1024×768, so it can be as long as wanted.

The box below only has a couple changes. Next to “Attitude: Neutral 0/100”, the sub-faction or character’s opinion of you, would be your personal sub-faction’s opinion of that sub-faction or character (fleets and stations in your sub-faction that you don’t play as use this), or, if that wasn’t needed, the faction as a whole’s opinion or the next sub-faction up’s opinion of you (the faction as a whole’s opinion would then be shown on the Sector sub-faction’s screen). Or it could be expanded to two lines and show all four. Also, the existing text blurb would change to say something like “{sub-faction} officials” instead of “{faction} officials”.

Illegal commodities, the faction description, and the flag stay the same format, but allow sub-factions to have different contents (although many might not).

Known Allies/Enemies would keep its format, but not show allied sub-factions within the faction ever or enemies outside the faction if the next sub-faction up shares those enemies. Will need to be scrollable if it isn’t already.

The biggest change is a new “Opinions” or what-have-you button somewhere on the screen that allows you to find out what the sub-faction or character you’re looking at thinks of other sub-factions and characters and vice-versa. When clicked, a window, like the Codex when you click on the question mark for a ship in the Fleet screen, appears with a version of the faction Intel screen. Everything is identical except the relations are between the sub-faction or character you opened the window from and the sub-faction or character you’re looking at. The Opinions button would still be in this version, but instead of opening another window it would refresh the existing one with the new sub-faction or character.


Various notes and sub-suggestions:
Obviously, I’m assuming players and factions will be able to conquer markets.

A consistent number of hierarchy levels across the board is needed for factions to understand how to deal with conquered planets and stations.

Centralized factions can count friendly, decentralized Local sub-factions’ markets and systems for forming System/Region sub-factions. For example, in Corvus the Hegemony might be able to count Asharu.

Fleets only identify which sub-faction they are a part of if they really like you, or if you’ve hacked one of their faction’s Comm Relays. You can always see or figure out what faction they are part of (e.g. Pirates, Hegemony, etc.). Lore-wise they have a secret code mixed in with their standard faction transponder that they either tell you about or you figure out by listening in on their sensitive info. They should change it periodically, so, if you get on that sub-faction’s bad side or if you stole the info from a Comm Relay, you can tell them apart for a few days or weeks, but then they change their codes.

The leaders of sub-factions could be meet-able NPCs.

The player should be allowed to join a faction, and might even be able to rise through the ranks. Theoretically he or she could even become the leader of the faction, with potentially hundreds of ships at his or her command, but if that is possible it should be nigh impossible to actually achieve.

On the Individualized Trait: gotta have them pirate lords and fanatical messiahs.

The Varied Trait needs a better name.

Since any player that joins a faction will inevitably betray it ;), why not allow all sub-factions the option to split off and form a new faction or join an existing one? That’s how the Sindrian Diktat formed. An Independent sub-faction might become powerful enough to be considered a new faction unto itself. Maybe a pirate lord becomes so influential he or she’s able to found a distinct, lasting faction, like the Marauders or Black Widows in Project Ironclads. Perhaps an existing faction implodes, leaving mainly Independent and Pirate sub-factions.


Factions use different terms to describe the same level sub-factions. For example, the Hegemony might call its Region sub-factions the “{Name} Military District”; megacorporations like Tri-Tachyon might call them “{Name} Division” (of the Corporation). A pirate lord might call his or her sub-faction “Pirate Lord {Name}’s Domain of {Name}” or something like that. The naming conventions should be very flexible.

Alternative name for regions: subsectors. Thanks to Histidine and his story Crossfire for that one! :)



Edit: Forum interpreted [ Name ] as a tag and ate half of the last paragraph. I'll use curly braces instead.

174
Suggestions / Space Highways
« on: August 18, 2015, 06:16:46 PM »
I know I've mentioned space highways in at least one other suggestion, but I just thought of something Alex mentioned that would make them fairly easy to implement: solar rays push ships. All we need for a space highway is two lanes of these currents going in opposite directions.

Obviously, that's not something that would usually happen naturally, so I suggest these convenient currents be pre-Collapse infrastructure built by the Domain. I think a neat way of doing this would be to have stations along the route that power each section of it. This would open lots of interesting interactions, most obviously pirate (or other faction) raiders disabling one of the stations to ambush traders. Patrols might also disable a section of the highway for a while to collect tolls. When a station is disabled a fleet might be launched from a nearby market along the route to go find out what's wrong and fix it.

It would be neat, if the second interaction with patrols was implemented, if fleets (mainly traders) would stop and wait to be scanned.

As an addendum, this pushing ships mechanic could be used to create natural hyperspace currents, if that's the way hyperspace works in these parts. I think that would be really interesting, too.

Edit: slipped my mind: Alex also mentioned many fleets should be easy to find because they're on well-travelled routes. With a few systems that's true, but if you play one of the mods with lots of systems, it quickly ends up with fleets going in all directions. Space highways would reduce that by creating paths that are highly desirable to travel on by both the player and NPCs.

175
Bug Reports & Support / Tarsus Turret Mounts are off
« on: August 14, 2015, 09:35:18 AM »
The turrets on the right side need to be moved one pixel to the right to line up with the sprite.

176
Suggestions / A List of Small Suggestions
« on: August 13, 2015, 10:32:07 PM »
Rather than make several topics at once, I’ll stick all these small to fairly small ideas here. :)


Hyperspace Gates

In one of David’s wonderful illustrations there is a hyperspace gate. Many jump points are very conveniently located next to important planets, such as Jangala. Wouldn’t it make sense, then, that these jump points are actually Domain-era hyperspace gates? I think it would be really cool if hyperspace gates were depicted in-game in place of at least some jump points.


More Fringe Jump Points

I toyed with suggesting the idea of a “hyperspace limit” around a solar system instead of fringe jump points, but I couldn’t think of a way for it to work well with dropping in on stars. Instead, why not have four or more jump points arrayed around the edges of each system. It cuts down on both player and AI fleets trekking from one side of a system to the other because they used or want to use a fringe jump point.

Tarsus Up-armament

A Tarsus with even a green crew can hold out against a Standard Lasher until its CR runs out, if it has autocannons instead of light machine guns in its front turrets. Since Tarsi are supposed to be tough freighters, I think it would fit if the Standard variant was equipped with aforementioned autocannons.

It also might be interesting to have an uncommon version of the Tarsus with a fifth turret in the middle on the right side; I notice there’s a partially painted over turret mount there already. Perhaps make it a small missile mount? A Salamander launcher would fit nicely.


The Pirate Who Lived

I’ve noticed that pirates tend to stay out picking on weak fleets until they finally die. Only a few of the biggest fleets live long enough to finally return to port after they finish their X amount of months voyaging.

I propose two more conditions for a pirate fleet returning home.

One: if the fleet loses too many ships they limp back to lick their wounds. They might already do this; I’m not sure.

Two: if they gather enough plunder. Rather than try to track individual cargo to measure this, simply track how many ships they’ve destroyed. I’ll call this the “plunder rating”. When a pirate fleet leaves port, they pick a plunder rating based on the size of their own fleet. Then they act as normal. As they destroy ships, they fill up their plunder rating. Larger ships could be worth more and freighters more on top of that. Once they’ve filled up their plunder rating, they return home to enjoy their loot.

This plunder rating system could actually be applied to NPCs from any faction if they’re going out to raid their faction’s enemies.

Spoiler
This could also be tied into the next version’s persistent NPCs to create dynamic bounties. When a commander completes a successful cruise, he or she is assigned a bounty based on their final plunder rating. Each subsequent cruise could result in an even higher bounty. Bounties might be split between different factions based on whose ships have been destroyed by the NPC.

Losing ships could reduce the NPC’s bounty by an appropriate amount as part of it is paid out. It might be interesting to try to pick off a couple of weak ships from a large fleet to secure a small bounty. Should this synergize with bounties split between factions to increase payout? For example, you come across a pirate with a ¢3000 bounty from the Hegemony and a ¢1000 bounty from the Independents. You destroy a ship in the pirate’s fleet worth ¢500 in bounty. Do you get 500 credits total or 500 credits from each faction?
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177
Suggestions / Yet another forward speed boost idea
« on: August 07, 2015, 09:25:40 AM »
Because why not? :P

Similar to the zero-flux speed boost effect, after a few seconds of travelling forward at max speed apply an effect that increases max speed. Slowing down, strafing, or rotating (but NOT turning [W+A/D]) removes the effect.

Maybe allow about 5 degrees of rotation from the direction of travel to prevent any awkwardness. Hardpoint weapons, etc.

I haven't put much thought into this, but at least it would give AI ships a better reason for turning around when retreating.

178
Lore, Fan Media & Fiction / Shipping and Handling
« on: July 14, 2015, 11:01:21 AM »
I don't remember why now, but I just looked up the Wikipedia article on container ships. The obvious connection to the Atlas brought me here. There was a wiki walk in-between, somewhere. :P

Real world cargo ships are fascinating, so to get started, here is some light Wiki reading on various types of cargo ships:

Cargo Ship
Container Ship
Bulk Carrier
Tanker
Reefer Ship
Multi-purpose Vessel (Unfortunately, this one doesn't have much.)

With trade in the game, and Industry planned, comparing the game with real life can be interesting.


The Atlas is obviously a container ship. ::)

The rest of the cargo ships (bar the Gemini in theory) are definitely of the multipurpose type. The Buffalo might be a container ship, but I doubt it. This is probably because most cargo seems to be shipped as break bulk (which may also explain why the Atlas always has containers: it carries the same set of containers and loads/unloads them similar to cargo bays, just as the Gemini presumably does due to the lack of Gemini-compatible containers[idea!]).

The tankers are obviously tankers, but the lack of different types of tankers is notable.

That leaves out bulk cargo ships and reefer ships. Since the cargo areas on most ships seem to be part of the ship's environment, I can see the lack of refrigerated cargo ships, but the complete lack of bulk cargo ships is intriguing. I imagine bulk cargo ships exist but are abstracted out to simplify commodity trading or the in-game cargo ships can conveniently convert between bulk and break bulk without too much trouble. Or both. ;)

179
Suggestions / Gemini Variant Idea
« on: July 14, 2015, 11:00:48 AM »
It is mentioned in the description of the Gemini that containers that are compatible with it are rare. Wouldn't it make sense, then, that there would be Gemini sailing around without containers?

Such a variant would need a modified, container-less sprite (I'm not actually sure the containers are visible on the existing sprite; I presume they are somewhere around the front half of the ship).

It would have less cargo space but better maneuverability. All other stats would remain the same. :)

180
Suggestions / Piranha Burn Drive
« on: June 30, 2015, 12:09:26 PM »
Piranhas are a little lacking, I think we can all agree. The main problem is that it is just so hard for them to hit anything with their bombs. Piranhas are not particularly fast and bombs rely on speed to get to their target. So that Piranhas can launch their bombs with sufficient speed to actually land hits I propose they be given a Burn Drive ship system.

Unfortunately, simply giving them the Burn Drive as is won't work. They need a special version of the Burn Drive and new AI to go with it so that they effectively use the brief burst of speed to launch their bombs. In an ideal situation, they should activate their system a second or two before they begin launching bombs and the effect end before they are too close to their target.

I'm not sure whether the system should maintain some turning capability so they can adjust their aim.


This new system could be called "Afterburner".

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