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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Author Topic: Static debris field changes  (Read 596 times)

idiotekque

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Static debris field changes
« on: August 07, 2021, 06:10:06 PM »

At the moment, unless I'm missing something big, debris fields that you find in fixed locations (as opposed to ones generated by large battles) are a bit underwhelming. Which, to be fair, they should be. The chance of a wreck or rare item here and there, along with the standard odds and ends, is as much as they should do.

That said, I think it would be neat if there was a regeneration mechanic to them that would lend itself towards fleets that have a higher focus on salvaging. For example, I'm trying such a run at the moment and came across a neat system with about 5 or 6 debris fields and one decent planet (with industrial ruins as well, but that's a mod of course). It would be a really neat colony for a salvaging, junker sort of faction if those debris fields were slightly more lucrative. Having a slowly replenishing source of salvage would be an interesting addition to a system, allowing a sort of passive resource for stockpiling, extra supplies, random weapons, etc. This is sort of similar to tech mining, with a different salvage fleet flavor and a more hands on approach (and no chance of Paragon BPs, lol). If the player was especially focused on being a salvage fleet, going the extra mile with salvage rigs, etc, it could even veer towards being somewhat lucrative (though obviously paling in comparison to higher risk activities).

That said, like with tech mining, realistically these resources SHOULD diminish over time until they dry up. Realistically, a scrap field doesn't "regenerate", so that bit requires a bit more thought. I think it's absolutely realistic for a debris field to not be picked clean in a few hours, which is more or less how they function now. It makes perfect sense for a debris field to be something that salvagers pick through over the course of extended periods of time, as opposed to feeling like a percentage based common "treasure chest" in terms of game mechanics, which is how they feel currently. Honestly, it should feel more like mining, to some extent (which Nex dabbles with).

That said, I think there should still be varieties of debris fields, as they already exist to some extent with their densities, and ideally some extra variation to what they have to offer. So while a field may "regenerate", if it isn't a dense field, it would only ever be as generous as it was when you first found it.

Anyways, I certainly don't have a perfect picture of how it would all work best, but I thought it was worth talking about. I know it's kind of a minor factor in the game, but the little details are what really make a game like Starsector what it is, in my opinion. I think fleshing out more options like salvaging in making them slightly more worthwhile (but again, not as lucrative as higher risk activities) and interesting goes a long way towards making the world feel more alive, especially if you're playing different characters with roleplay in mind.
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6chad.noirlee9

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Re: Static debris field changes
« Reply #1 on: August 08, 2021, 06:08:54 AM »

I like this idea though I gotta say I'm a bit disappointed that you werent suggesting electrified debris fields.
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

hydremajor

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Re: Static debris field changes
« Reply #2 on: August 08, 2021, 11:09:44 AM »

So what ?

Junkyards in space where destroyed ship remains are gathered ?
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