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

Author Topic: Pirate Activity Suggestion  (Read 774 times)

Kolbe_Moser

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Pirate Activity Suggestion
« on: August 31, 2020, 11:24:01 AM »

So when you make a faction angry enough in the flavor text it speaks of how they probably have a military commander specifically designated to track you down.

Why not have an upgrade for military colonies past its third upgrade that sends out a fleet from the nearest military colony to deal with pirate bases.

It'd still be more efficient for you to swoop in, investigate yourself at the bar, and then go and blow them up still.  Maybe your colony has to spend time finding out where the base is located (could be lowered by putting an AI in charge of the building).

The fleet sent should scale alongside the planet it was sent from for fleet size, and quality should naturally just be what you could import/build at the time. 

This also leads to the fleet having to deal with hostiles along the way, or potentially having to deal with multiple fleets when it gets in system, perhaps putting funds toward a raid similar to the bribing mechanic would allow additional reinforcement fleets to go along with the first.
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Mondaymonkey

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Re: Pirate Activity Suggestion
« Reply #1 on: August 31, 2020, 11:30:34 AM »

I suspect this is just the reason why "Orders" tab (currently inactive) is reserved for in the "intel" menu.
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I dislike human beings... or I just do not know how to cook them well.

Megas

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Re: Pirate Activity Suggestion
« Reply #2 on: August 31, 2020, 01:50:04 PM »

Quote
Why not have an upgrade for military colonies past its third upgrade that sends out a fleet from the nearest military colony to deal with pirate bases.
That sounds like what High Command should be.  Right now, it is a minor fleet buff, but then again, we need all we can take to make our colonies expedition proof to cut down on the babysitting... which only helps our worlds but not the woefully unprotected core worlds.

The babysitting is excessive, which is why I go full Black Sabbath's Iron Man and kill-'em-all eventually.  ("Vengeance from the grave, kills the people he once saved.")

Player owns his faction, and he has a big army.  That army needs to be put to work to seek-and-destroy enemy bases instead of sitting around munching on donuts and stims.  If player is supposed to explore and play Zelnick on the Vindicator looking for plot coupons, then he needs help putting out fires instead of being a babysitting fool who cannot go anywhere without something burning down.
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FooF

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Re: Pirate Activity Suggestion
« Reply #3 on: September 01, 2020, 08:02:49 AM »

I suspect this is just the reason why "Orders" tab (currently inactive) is reserved for in the "intel" menu.

That is my hypothesis, as well. Ever since the "Orders" tab made its debut with 0.9, people have been speculating that we'll be able to create specific sub-fleets that do tasks for us. Personally, I'm not getting my hopes up for anything too outrageous because if the Orders tab becomes the optimal way to destroy bounties, explore, etc. it's bad for gameplay.

My guess is that you'll be able to send out invasion fleets, much like the current faction expeditions, to disrupt industries or wipe out pirate bases. Your personal fleet's involvement may not be required but may greatly improve the chances of success. You may also be able to recruit a "mercenary" fleet that follows you around to bolster your own numbers but has some limitation via time, distance from "home," etc. I can't imagine the Orders tab doing much more than supplementing the player fleet somehow because anything more than that would incentivize the player not to fight, which is the antithesis of the game.

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Megas

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Re: Pirate Activity Suggestion
« Reply #4 on: September 01, 2020, 09:08:26 AM »

That is my hypothesis, as well. Ever since the "Orders" tab made its debut with 0.9, people have been speculating that we'll be able to create specific sub-fleets that do tasks for us. Personally, I'm not getting my hopes up for anything too outrageous because if the Orders tab becomes the optimal way to destroy bounties, explore, etc. it's bad for gameplay.
I doubt it.  It is evolution from being a dog (of the state) with no respect to space lord.  Part of being a space lord is sending other dogs to do things you cannot be bothered with.  I get sick of babysitting worlds, and I want to send fleets to deal with that madness while I get to do more important things like Red Planet quest or plunder rare loot.

Sending fleets to do base bounties is nice because the bases are the cause of the babysitting crisis.  I cannot spend much time doing what I want before the fire alarm sounds or Bat-signal goes up and I need deal with the problem personally because no one else will.

That said, if Orders becomes a huge money sink or bribe by another name, then total core kill might remain the best idea after I get sick of babysitting.

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I can't imagine the Orders tab doing much more than supplementing the player fleet somehow because anything more than that would incentivize the player not to fight, which is the antithesis of the game.
I do not want to be forced to chase whack-a-mole zombies (pirate or pathers) for nearly the entirety of the game because if I ignore them, something burns down.  If whack-a-mole will not be dialed back, then I want much of the babysitting delegated to NPCs so I do not have to play babysitter.
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