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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

Author Topic: Make skill choices be about playstyle  (Read 234 times)


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Make skill choices be about playstyle
« on: April 01, 2021, 07:45:15 AM »

So I thought the base game mechanic of going through tiers and then going back to start cool...

Except the choices right now amount to:

1. You often want both skills of a tier and...

2. You often DON'T want any of the skills in a tier.

This is because each tier focus on a different playstyle, instead of you choosen BETWEEN playstyles.

I think a easier way to design this would be imagine the players can pick 8 "classes" for their cahracter, with them being grouped in pairs.

So example for industry:

The skill that increase common but not rare salvage, NEED the skill of better cargo. Meanwhile a salvage-oriented player will be probably avoiding combat, or doesn't have a combat-focused flagship, thus the tier where both skills give combat bonuses for the piloted ship is useless.

so instead a salvager would want the extra cargo in tier 1, and extra salvage in tier 2...
meanwhile a pirate would want one industry flagship combat bonus in tier 1, and the other industry flagship combat bonus in tier 2.

You want to be governor? You should be allowed to pick each tier for colony skills... Right now isntead you are forced to max out 2 entire lines, because you want 4 tier 5 skills, something that is impossible anyway!

You don't need to nerf colony governors by doing that, if you put all colony skills on a straight line, players would be already spending a third of their levels on colony skills, thus making them weaker in combat skills anyway.

Also this way you would allow colony governors to spend their remaining poitns any way they wish... right now you can't be a colony governor that love missiles.

Chairman Suryasari

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Re: Make skill choices be about playstyle
« Reply #1 on: April 01, 2021, 10:42:58 AM »

It's remind me of Warhammer 40K-Space Hulk: Deathwing, like why i must fill all this in-between for the skill that actually matter to me. But I undertand why Alex make the new skill work like this because he want the player to try the combat system i get that but for people like me who don't like the combat and focus on generating bigger buck per-month is just inefficient.

I have an old concept from eons ago about a solution to this problem, maybe Alex can try to make skill as a person/character similar to Mount and Blade.

"Oh I need to make my fleet use less supplies? Let's hire a Quarter Master!"
"My fleet have massive problem maintaining CR? Hire Kazeron engineer right now!"
"The crew keep playing around? Hire that veteran from Chicomoztoc, we can use a little discipline here."

My biggest problem with  last and current Starsector is I have a hard time to choose the red combat skill because I need to focus to my fleet and colony rather than my own flagship, by hiring these "character" the player can get into the combat without worrying about the fleet and colony overall performance.
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