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Starsector 0.98a is out! (03/27/25)

Author Topic: Couple of suggestions  (Read 2058 times)

SCC

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Couple of suggestions
« on: February 13, 2019, 02:26:30 PM »

1. Is it possible to make the background of the map follow your cursor or focus on the selected ship? It's actually not that hard to see through the grid and it's more informative that way, since you can see what exactly is happening somewhere.
2. Pirates and other factions should have a chance to get ships from other faction's pools. It's not hard for the player to acquire some unusual ships even if he doesn't visit major factions' colonies. It would help with pirates having very boring fleets, unless the player goes out of his way to do about that (by selling various blueprints on black market).
3. There should be some way to move cargo indirectly. Unless you spend lots of money and use only weapons you have blueprints for, you have to come back always to the same place if you want to have access to all your weapons and outfit your ships optimally.
4. When hovering over a star system on the map, the topmost colony should be the colony that is considered this system's owner. In addition to that, there should be an information which colonies are free ports/don't require transponder on.
5. Make bigger ships less thrown off course in hyperspace storms - bigger fleets have a harder time avoiding them and are punished more, despite being more massive than smaller fleets.

SCC

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Re: Couple of suggestions
« Reply #1 on: February 21, 2019, 06:21:40 AM »

A couple of things I caught on yesterday's podcast that I feel could be addressed.
  • "Take all" should notify you when you're going over your capacity. Well, ideally any way of going over capacity should inform you that you do so.
  • Make aptitudes impossible to buy on their own. Make it so that taking the first level 2 or 3 skill requires spending two skillpoints.
  • Interactive elements in intel messages could perhaps shine or move once that intel message is selected. It should be enough to suggest to the player that interactive elements there are interactive (avert expedition, check procurement commodity prices).
  • Bring back "buy ships" as a separate option in market interaction screen. It's necessary clutter.

And there's the chat discussion (mainly MShadowy and Soren, I believe) about making bars dangerous. I think that it's meant to make bars more of an underground thing - if you get a mission (in the broadest sense) there, you are at a risk that you will be cheated, ripped off or set up. Comms and intel are for operating within the law, and bars are where you go to go around it. High risk, high reward missions. Maybe they could elaborate more.

Harmful Mechanic

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Re: Couple of suggestions
« Reply #2 on: February 21, 2019, 06:14:47 PM »

What I was thinking about RE: bars was more about multi-part missions in the vein of Red Planet that sort of sneak up on the player, where Mission #1 is fairly above-board and seems clean enough, Mission #2 is a little sketchy and maybe more dangerous in a telling way, and Mission #3 shows that you're clearly into something illegal or bad.

So yeah, high-risk, high reward but also simply unpredictable. You might get overpaid for an easy mission, you might get underpaid for a dangerous one, you might get cheated, ripped off or set up, as you said, but mostly just missions that are about more than just doing some stuff for credits or goodies, that make you feel like you're part of a story or that require you to read the text carefully and make inferences and guesses and use your knowledge of the game universe to figure things out.
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xenoargh

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Re: Couple of suggestions
« Reply #3 on: February 21, 2019, 06:18:15 PM »

I really want a, "sell all weapons in my inventory" button to clean up after killing a Pirate fleet / base / whatever.
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intrinsic_parity

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Re: Couple of suggestions
« Reply #4 on: February 21, 2019, 08:27:51 PM »

I would love a 'sell all' button as long as there was some way to tag weapons to not be sold
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