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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: Faction specific marines  (Read 1557 times)

Kakroom

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Faction specific marines
« on: February 14, 2021, 03:02:09 PM »

Has the idea of having some of the more country-like factions deploy their own troops ever come up?

Right now it's kind of strange that everybody in the universe uses nationless mercenaries. For Tri-tach, Pirates and Independents it makes sense but one would think that like, the Hegemony would have its own corps of soldiers that you can't just buy on the open market, but maybe need a commission to command.

If I were making a wishlist it'd be nice for these specific troops to have different strengths and weaknesses based on their training. The Hegemony might be better at defending against raids while Pathers are better at executing them, etc..
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sector_terror

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Re: Faction specific marines
« Reply #1 on: February 15, 2021, 07:13:54 AM »

How would the marines be different or worthwhile? It be adding a commodity without much of a point far as I can tell. Interesting idea but I feel like there needs to be more put into the effects this would have on the world.
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Kakroom

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Re: Faction specific marines
« Reply #2 on: February 15, 2021, 07:54:46 AM »

How would the marines be different or worthwhile? It be adding a commodity without much of a point far as I can tell. Interesting idea but I feel like there needs to be more put into the effects this would have on the world.

Yeah, that's totally fair. I guess if you wanted to you could always stuff like ground defenses and batteries as being "national defenses" while marines are just contractors.
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Great Leader

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Re: Faction specific marines
« Reply #3 on: February 15, 2021, 12:27:54 PM »

I can only see different tiers of marines viable. Like cheap to buy and to maintain, conscripts or mercenaries. Regular marines who are produced by colonies' military bases etc, which are priced higher to maintain. And elite troops that are the most expensive with highest maintenance, locked only to the military purchase.
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SwaggerLEL

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Re: Faction specific marines
« Reply #4 on: February 15, 2021, 04:40:01 PM »

potential effects for each marine:

Hegemony:
Military-grade training. increased raid effectiveness across the board and reduced losses.

Tri-tachyon:
Corporate Espionage. reduced reputation penalty for raiding.

Persean League:
Cargo Hijacking Skills. increased loot from raiding civilian buildings.

Sindrian Diktat:
Lion's Force Projection. increased amount of deployable marines (read the blog post).

Luddic Church:
Religious Fervor. increased raid effectiveness depending on pather interest and presence of sleeper cells.

Luddic Path:
Terrorist Tactics. massively increased disruption time when disrupting a facility.

Independents:
All for one, one for all. increased XP gain and XP is diluted less when adding new recruits.

Pirates:
Eye for Booty. Increased chance of stealing high-value items such as blueprints, cores and nanoforges.

the abilities could work similarly to XP, where adding marines of different types together in one inventory slot will mix the abilities together based on % of troops from one alliegance.

the abilities here could work in effectiveness depending on how much of that particular marine type is in the raiding group.


hold up this is just commissioned crew bonuses but for marines
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intrinsic_parity

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Re: Faction specific marines
« Reply #5 on: February 15, 2021, 11:12:07 PM »

I don't think it makes much sense for the player to have marines from a bunch of different factions that are hostile to one another. If anything they should be mutually exclusive, like an upgrade to marines based on you affiliation, not just a bunch of different commodities with bonuses.

TBH, I don't think it makes sense for the player to have a factions military for their personal use. The player should need to be a part of the military with some responsibilities and orders to follow to get access to actual faction troops IMO.
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Nixxel

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Re: Faction specific marines
« Reply #6 on: February 16, 2021, 07:06:34 AM »

As I see it, having faction specific marines would add unnecessary clutter to crew commodities. There really isn't much possible variation from marine to marine as it currently is, you just buy them to raid and each equals 1 ground strength.

It has, however, potential to be a decent mod for the roleplayer type, because who wouldn't love the feel of pride and accomplishment when finally able to buy "Lion's Guard Marines" after grinding reputation for 2 hours.
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Megas

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Re: Faction specific marines
« Reply #7 on: February 16, 2021, 07:51:31 AM »

If I wanted to role-play, I want my homegrown marines from my colony resources.  (I want everything homegrown, with no dependency with the core worlds.)  However, as someone with shameless munchkin tendencies, I simply buy most of mine from the zombie pirate bases (where they cost about 133 credits a pop, less than my colony's 200).  I may buy a few from the bar encounters of unstable markets as well.

As for the topic, if we had such a thing, I would grab the ones with the highest attack bonus for raiding, or whoever is the best at stealing blueprints and special items.
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Kakroom

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Re: Faction specific marines
« Reply #8 on: February 16, 2021, 08:30:18 AM »

I don't think it makes much sense for the player to have marines from a bunch of different factions that are hostile to one another. If anything they should be mutually exclusive, like an upgrade to marines based on you affiliation, not just a bunch of different commodities with bonuses.

Yeah, I'm not advocating this. Part of the thrust is specifically that these troops don't just ride along with whoever but can't be bought and sold like everybody in the universe contracts the same faceless PMC. If you could recruit them at all a commission would certainly be required.
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Tartiflette

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Re: Faction specific marines
« Reply #9 on: February 17, 2021, 01:04:00 PM »

We used to have crew levels but those have been removed for the sake of simplifying the code. I have little doubt that as much something like this could be interesting to have for role-play purposes, it would come at a prohibitive complexity cost.
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Linnis

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Re: Faction specific marines
« Reply #10 on: February 17, 2021, 05:53:34 PM »

Another possibility is we remove marines and crew altogether. (From commodities)

Yes that's right, not advocating for more coding work to do. But even as of right now just buying and selling and venting individuals into space don't make sense. I know they are suppose to be "Abstractions" but thematically they just feel like your robot army or something.

Simply have a "Rank" or "Manpower" something tab. Where officers, Marines, and crew reside.

So really its just a UI change, but it could be made in a way to visualize these units in a way that make them seem to have more structure to them.
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