I used the transpoofer consumable once but i am still being shown to everyone as a diable avionics member. is that a bug or did i just not use it properly?
i thought it would be disabled after a few days but ive been stuck like this for months.
Yep thats unfortunately a known bug. currently the only way to fix it is to basically get your fleet killed. put all of your ships&cargo away and then go get yourself wiped in like a single shuttle, or you can use the suicide command in consolecommands
Wrong~ the bug has been fixed in the latest release, all you have to do is update the mod and use the transpoofer again.
Oh? Why's that? Not that I have any love for the industry and I almost never build it, but I'm genuinely curious as to why it's cancer from someone way more familiar with the mechanics of how the industries interact than I am.
Three major reasons:
1) Commerce does not come with any gameplay opportunities or requirements. It is the equivalent of a stat stick, making the numbers go up without furthering emergent gameplay or player choice. Disrupting it does nothing, having it does nothing.
With all other industries you get possible disruptions or deficits from accessibility, damaged trading fleets, fluctuations in other colony output and all the chances and risks that the commodity economy comes with (disrupt another colony for increased market share, intercept traders...). Commerce has nothing of that, it just exists.
2) It reduces your choices instead of increasing them.Commerce increases the base income of colonies, overtaking the income of most other industries after colony size 5 just with that (if you build
no other industry on a low access planet, commerce will still be the optimal choice at size 6 on average). As such, it actively detracts from your choices rather than adding to them, there is just no other option for industry after reaching a certain income, which is just dumb.
3) It compounds existing problems.Colonies already suffer from removing opportunity from the game by making trading obsolete - why should I go around buy and sell things when my colony is giving me millions every month? Why search for ships and weapons when I can magic them into existence? Commerce compounds this issue to an incredible degree - you suddenly get more than double that money for
zero risk. I'd understand if it was a station that triggers invasions on a regular scale, that, if destroyed, temporarily reduces colony size or something, but it's just an invulnerable stat mod without drawbacks.
So what?The problem with that is that the game lives from being played.
Players are lazy creatures and will always optimize the fun out of any given opportunity if they can, simply because it is convenient.
Take the following example:
I no longer have to go trade -> I no longer encounter critical situations when smuggling -> I no longer lose ships I have to replace due to combat -> I no longer need the money so it stacks up -> I get frustrated because "there is nothing to do" and drop the playthrough.and that is just one out of a hundred different situations that happen because the primary driving factor of the game is circumvented.
There is a line that I would like to leave my fellow players and modmakers with:
Any and all features of Starsector should lead the player into combat. That is the single central gameplay driver. Commerce circumvents, disrupts and damages that driver, and is as such, is an
active detriment to the game.Commerce should be removed.