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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Author Topic: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1  (Read 146837 times)

Harmful Mechanic

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Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
« Reply #210 on: September 19, 2022, 07:53:33 PM »

It won’t be a hard to find story - I’m a big believer in making your content interesting and accessible - but blueprints, eh - consistent access, yeah, but a lot of the value in something like Blackcollar hulls is the way you get them increasing your appreciation for them - because you have a story of what you did to get it.

No idea if it’ll be intriguing until it’s written, but I have hopes.
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Corelious

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Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
« Reply #211 on: September 20, 2022, 10:52:25 AM »

Hey quick question - with console commands it's possible to spawn in the ships I can't normally obtain in market correct?  If so, where do I find their variant IDs?
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Synthaesium

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Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
« Reply #212 on: October 01, 2022, 02:30:55 AM »

I've been lurking for a really long time, but with the recent posts here and especially after reading your blog post (which I didn't know existed), I feel obligated to finally make an account and post.

First off, the blog post. I absolutely enjoyed reading it. Game design is such an interesting topic to me personally, and being given the chance to peer behind  the veil is something I always appreciate. I like the look of the subfactions: the local pirates, the revolution pushing against their highly stratified society, the glorified and garish parade guards, and the people that you absolutely do not want to see show up on your doorstep. They all feel distinct from one another, except maybe the Herd, since they don't exist in the public build yet.

And that's the important thing: how it feels. You touched upon this multiple times both in forum posts and in the blog post, and in my experience that's something very important. When you see something new in a game like this, you ideally want to find out more. The game should make you want to find out more. In a game centred around starships shooting at each other until one of them blows up, a ship with a slick (or in some cases, garish...) colour scheme and a few special touches is definitely one way to hook people in.

I feel that you've done a good job so far with trying to make the subfactions feel different too. The Skytigers, being the nominally "elite" Magellan division, mainly hew to the same doctrine as the larger Magellan military, except their ships have a paintjob that nobody likes except for them. Judging by the lore, that seems to be a recurring theme for them as well. Meanwhile, the Blackcollars are the actual elite, the people that go out and actually do stuff. And I love how that's reflected in them mainly using lighter, faster ships, while still having muscle in the form of the BCR Porey. Speaking of BCR ships, my personal favourite BCR modification is actually the Yeager. The Blackcollars are definitely a faction that'd make good use of a small and quick stealth ship for troop insertions, which is still different from the other BCR modified ships that mostly add to their direct combat capabilities.

As for gameplay, well... I actually haven't gone for a Magellan playthrough in quite a while. Not since like, two patches ago? I recently got back in for a couple runs though, and my current one is nearing its end, so this looks like as good a time as any to give them another go.
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Harmful Mechanic

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Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
« Reply #213 on: October 02, 2022, 09:44:24 PM »

I've been lurking for a really long time, but with the recent posts here and especially after reading your blog post (which I didn't know existed), I feel obligated to finally make an account and post.
Well, that's very flattering.

First off, the blog post. I absolutely enjoyed reading it. Game design is such an interesting topic to me personally, and being given the chance to peer behind  the veil is something I always appreciate. I like the look of the subfactions: the local pirates, the revolution pushing against their highly stratified society, the glorified and garish parade guards, and the people that you absolutely do not want to see show up on your doorstep. They all feel distinct from one another, except maybe the Herd, since they don't exist in the public build yet.
I also really enjoy game design chatter, so I enjoyed writing those posts - and I really should write a few more soon.

Ironically, the actual Herd ships feel very different - they're probably the first subfaction to really come together as distinct from their base hulls - and even more so in the dev build, where they have a unique hullmod and a few new ships to give them more flavor. Each subfaction is getting a brief pass, and a bit more focus once it's actually in the world; right now that leaves only the Blackcollars and a new subfaction yet to come.

And that's the important thing: how it feels. You touched upon this multiple times both in forum posts and in the blog post, and in my experience that's something very important. When you see something new in a game like this, you ideally want to find out more. The game should make you want to find out more. In a game centred around starships shooting at each other until one of them blows up, a ship with a slick (or in some cases, garish...) colour scheme and a few special touches is definitely one way to hook people in.
Feel is vital to stuff like this, yeah. The way I think of the 'core' Magellan faction... the ships are almost unfinished, raw factory products, and it's the subfactions that polish theirs up and add the last few touches to suit their particular doctrine. It's also surprisingly easy to balance; each core hull has a few skins that tweak it, but you're dealing with a very small number of actual stat lines overall.

I feel that you've done a good job so far with trying to make the subfactions feel different too. The Skytigers, being the nominally "elite" Magellan division, mainly hew to the same doctrine as the larger Magellan military, except their ships have a paintjob that nobody likes except for them. Judging by the lore, that seems to be a recurring theme for them as well. Meanwhile, the Blackcollars are the actual elite, the people that go out and actually do stuff. And I love how that's reflected in them mainly using lighter, faster ships, while still having muscle in the form of the BCR Porey. Speaking of BCR ships, my personal favourite BCR modification is actually the Yeager. The Blackcollars are definitely a faction that'd make good use of a small and quick stealth ship for troop insertions, which is still different from the other BCR modified ships that mostly add to their direct combat capabilities.
Yeah... each subfaction is centered around ships of a particular size class, and the Skytigers are all about the capital battle-line. Meanwhile, the Herd is a frigate-centric bunch, and the Blackcollars are more destroyer-focused. Even when they have plenty of ships outside of those size classes, the focus is on supporting the 'core' units, whatever those happen to be.

As for gameplay, well... I actually haven't gone for a Magellan playthrough in quite a while. Not since like, two patches ago? I recently got back in for a couple runs though, and my current one is nearing its end, so this looks like as good a time as any to give them another go.
I'm just polishing up a new update for this week, actually - and since one of the things it's focused on is making starting out in Magellan space more fun, you may want to hold off a little while.
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