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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

Author Topic: Shipping Disruption between two very close colonies  (Read 1114 times)

Baqar79

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Shipping Disruption between two very close colonies
« on: December 14, 2021, 07:40:39 PM »

Does shipping disruption actually require the ships carrying the goods to be destroyed or is it something that happens from pirate activity in general?

I have two very close colonies (Gas giant and the moon orbiting it) and somehow I'm getting shipping disruption (Heavy Machinery & Supplies) between my colonies.

Edit:
Whoops uploaded the picture again as it was between Kalico and Rin which are even closer.  Seems like the necessary Supplies & Heavy Machinery are supplied by Kalico alone (5 Heavy Machinery & 5 Supplies while Rin requires 2 Heavy Machinery & 5 Supplies).
« Last Edit: December 14, 2021, 07:46:45 PM by Baqar79 »
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Amoebka

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Re: Shipping Disruption between two very close colonies
« Reply #1 on: December 14, 2021, 07:44:18 PM »

It happens completely randomly, regardless of distance, pirate activity levels, fleet strengths or anything else. There's nothing you can do to prevent them. Very fun indeed.
« Last Edit: December 14, 2021, 07:50:17 PM by Amoebka »
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Wyvern

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Re: Shipping Disruption between two very close colonies
« Reply #2 on: December 14, 2021, 07:47:49 PM »

Happens from pirate activity in general - it used to require actual destruction of a merchant fleet... but since the game doesn't track fleets that aren't near the player that got 'fixed' back around .9.1 or so.

I think there was something in the patch notes about not disrupting in-faction supply from pirate activity that's not in your system...

...But I've found it best to just assume that shipping disruptions will happen no matter what, and plan industry placement to minimize the amount of damage they can cause: the only case where you'll never get a disruption is when a planet is supplying itself - stuff like mining into refining into heavy industry all on the same planet, for an example.
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Wyvern is 100% correct about the math.

Baqar79

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Re: Shipping Disruption between two very close colonies
« Reply #3 on: December 14, 2021, 07:59:53 PM »

Two Colonies have Patrol HQ while the 3rd is being upgraded to High Command (though it doesn't look like this has influence on the amount of ships, which for some strange reason I thought it did).

I'm not fond of this mechanic if that is the case; I kind of thought I did well selecting the location to minimize intra-colony trade being disrupted, but it's kind of disappointing if location has no bearing on a factor beyond your control.

I suppose there isn't a way to reduce this? does Star base/Patrol HQ/Heavy Batteries have any influence? (If I could find the source of the pirate activity I would be quite keen on dishing out some vengeance, but I can't get any leads at the bars on all three colonies).
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ApolloStarsector

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Re: Shipping Disruption between two very close colonies
« Reply #4 on: December 14, 2021, 08:16:05 PM »

The chance for pirates to cause shipping disruption should, intuitively, scale off of distance. Easy to calculate, fun and strategy would increase!
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Flying Birdy

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Re: Shipping Disruption between two very close colonies
« Reply #5 on: December 14, 2021, 08:20:06 PM »

Happens from pirate activity in general - it used to require actual destruction of a merchant fleet... but since the game doesn't track fleets that aren't near the player that got 'fixed' back around .9.1 or so.

I think there was something in the patch notes about not disrupting in-faction supply from pirate activity that's not in your system...

As I understood it, shipping disruptions could come from even exports and imports: IE - a merchant fleet going outbound to another faction planet gets destroyed or a Hegemony merchant fleet heading in-bound to your own planet gets destroyed. Perhaps that's what is happening to the OP where an export fleet got blown up.
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Baqar79

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Re: Shipping Disruption between two very close colonies
« Reply #6 on: December 14, 2021, 09:30:49 PM »

As I understood it, shipping disruptions could come from even exports and imports: IE - a merchant fleet going outbound to another faction planet gets destroyed or a Hegemony merchant fleet heading in-bound to your own planet gets destroyed. Perhaps that's what is happening to the OP where an export fleet got blown up.
The needs are met by local production (Kalico transporting the goods to Rin), but I wouldn't mind if it functioned as you suggested; just as long as the first stop they make on their outbound journey is the closest one (whether your own colony or another one).  Might even be interesting if there were escort options that can be set per industry where you can divert some of your system security patrols to escorting important (profitable!) goods to their targets safely, or make sure critical imports also arrive.

I would of been ok if perhaps the cause was a large pirate force happened to drop in on Kalico (it is a strong enough gravity well I believe), and destroyed the merchant fleet before it could reach it's target (though it is a VERY small distance), and to be fair my patrols aren't particularly strong yet even with the concentrated fire power of 3 stations in such a small area, but having a malus on my colony just because kind of seems a bit rubbish.

To be fair though I'm struggling to get money and was only just scraping by at around 15k credits a month, but this disruption dropped it to -27k credits when I have less then a 1/4 million in credits, so it really does hurt my finances...and there doesn't seem to be a good way of handling it? (I'm still open to other ideas!).
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Vind

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Re: Shipping Disruption between two very close colonies
« Reply #7 on: December 14, 2021, 11:28:23 PM »

If any fleet which travel to or from your colony is destroyed colony got disruption even for goods you supply in the same system as outside traders will supply you regardless of inner system own supply.It makes no sense but it is how it is. The only way to minimize this is to have colony just outside core space so fleets wont get killed en-route by pirate base spawn raid/defense fleets and such.
« Last Edit: December 14, 2021, 11:34:20 PM by Vind »
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