A few points, all offered from a purely enthusiastic point of view. Starsector rocks, and I want to see it keep rocking!
**EDIT** To be clear! If you're perfectly happy with how the game is, and/or the Dev is perfectly pleased with how the game is please disregard!! All of this feedback is under the assumption that the 'Suggestions' forum is for... making suggestions? About things that the game currently isn't? Or doesn't seem to be doing well.Weapon Standardization -
Right now a lot of weapons follow the general 'template', which rocks. BUT! As modded content comes out, including content that expands on the Common category of weapons, it gets harder to keep track of what is being offered. This is as it should be in a busy universe! However, I noticed that a few categories are blatantly missing, especially for role-bending weapons. None of these are required/demanded/etc, but it seems to me that it would be the sort of changes you'd see in a transition from a more Beta build, to something 1.0 or 1.1
- Projectile speed for everything but missiles
- Interaction between mods and adjustments they make to weapon range and firing speed
- Projectile pattern/color/shape
- Adjustment to text sizes/colors/organization
- In a magical world, a small window showing the weapon being used!
- In an even more magical world, the ability to flag or favorite weapons
- A more clear designation of the Faction offering the weapon (or the mod adding it for 'Common' stuffs
Map and Intel -
Which is which? I mean... really. The intel screen oftentimes presents things that are just odd flags on your map. Your map screen, which is for navigation, lacks the majority of the things it needs to help you navigate. And the transition between Local Map, Intel Map, and Universe Map only REALLY works if you've got a hand resting on the keyboard, and the ingrained reflexes to remember to push certain buttons at certain times. That's just.... well.... poor UI implementation.
- There's a LOT of the Intel Screen that honestly should go somewhere more like the Faction screen... which is just full of descriptions, legalities, and the only thing I use it for, the current Relationship. If they're sending off a colony fleet, you know about a raid they're making, etc.. basically the whole bottom color coded section could be merged into that. If I really need to know what the Pirates are doing... I'll see a marker on my map, and it'll take me to the Faction Details bit, which should show me a lot more than it does.
- The interaction between Navigation and Missions just falls flat. I need to see my current Mission. I need to be able to skip to my destination's map quickly. I need to be able to choose a new mission from a list that is accessible. And, in a magical world, I should be able to set a SECOND mission
- While on that topic: Waypoints. That should go without saying. There's a big ol' universe, and waypoints help
- Speaking of waypoints! Player created map markers! 'Oh no! I'm out of fuel! I swear I've got an outpost set up somewhere.....'. I notice this even more acutely when I compare to playing other space/strategy games
Let there be mouse support! And key mapping! And video settings!-
Yeah, I said it. Because it's 2021 now, and you basically have to pay extra for a mouse that doesn't have more than 4 buttons, scroll wheels often have side-click buttons, on top of thumb buttons, and that's not even getting into keyboards! And frankly... the UI needs it. Badly. Really badly. The transitions between text/keyboard interaction and mouse interaction is abrupt and constant. The lack of basic controls that you'd expect in any management game is pretty intense.. and the same goes for compatible video settings. There's just a HUGE gaping hole where a lot of standard, basic player UI is supposed to go.
- First and foremost! Let there be key mapping! (Yes, I've seen it explained that it's a Java thing. That's it's own separate can of worms)
- This is ESPECIALLY useful in the UI, as you can use Forward and Back navigation, like webpages, to move between previous menus
- Things like 'move all', 'take all', and 'sort by type' need implementation in a bunch of places. That's not quite keymapping, but it's keys that are LACKING
- There's been a lot of attempts to implement modded workarounds, but all I've seen rely on designating a certain key to open up a menu, etc. The entire necessity/restriction of that needs attention
- Speaking of mission functions... I'd like to communicate with my faction, please. And other factions. With a communicator. One that isn't a nested text menu. Because Diplomacy, and Management
- Video settings speak for themselves
- All of the throttle settings are just that... a throttle. Linear. So please skip the individual buttons, and put them on a designated throttle! Stealth/Slow ; Normal/Careful ; Cruise/Fast ; Emergency/GTFO
Economy and Supplies -
This one is complicated. Really complicated. Right now it puts an overly heavy focus on Supplies. A solution would have to be carefully crafted and tested by somebody who was good at what they do... not just whipped out in an afternoon, or tasked to somebody. But SO much of the STORY of the game relies on Supplies. Any sort of RPG element RELIES on them, or money. I think there needs to be nuance to that overly simplistic system. MAYBE I don't want to deal with supplies, so I fly Low Tech. Or maybe I don't mind resupplying laser mirrors on a regular basis, and I fly High Tech instead. Maybe I'm being chased, and I have the bigger fleet, plenty of food, plenty of troops...... but somehow we managed to run out of generic, small caliber ammo. We've got NO Point Defense worth mentioning! Suddenly, there's a story to tell. Something new to experience. Not just another Fleet battle on fast forward.
- Where are my Trade Goods at?!? I mean the REALLY unique stuff that paints a giant target on your ship. The kinda stuff nations will break treaties to acquire
- What is Food? And Organics? To be frank, the entire process of balancing the needs of colonies is opaque. Why is a Supply not a food? Why is an Organic not a Fuel?
- I NEED the goods from ONE colony inventory (not MY inventory) to be in another location, often in the same system. Yes, there is some auto-transport... but the colony NEEDS it. Fast
- I can't sell things to my own faction?! Even things they NEED? I can deposit them for use... but that stuff is expensive!!
- What are Supplies, really? Legit question! We use them to deploy ships... deploy troops... as upkeep... and we lose battle readiness and morale if we don't have them. It's clearly not just food, or ammo...
- I can't help but see where the vague nature of Supplies dips its fingers into other areas. My ships are fed, fueled, manned, and armed..... with everything except power cells. Oh, wait, there are none
- Even if it was as simple as Missile Ammo, Basic Ammo, Heavy Ammo, Exotic Ammo, Power Packs... or whatever. BUT! Even if you could make that happen......
- ......The AI simply doesn't follow the same rules players do. Supply use. Upkeep. Crew. And while this isn't critical to have in all ways... in shows in a lot of small things
- In an ideal world? A simple UI should show you fleet supplies. Those needed. Those acquired. Special stuffs. And most important.... Fleet Ships that provide them!
- Some repairs you can't patch with Supplies. It just NEEDS a drydock.
- There's probably a good example floating around there that can be both in-depth, as well as simple to use. But the coverall of 'Supplies' just gets weeeiiiirrddd the bigger your Fleet gets
- Upkeep, Deployment Points, Fleet Sizes, etc. all need a hard look. Both from the UI standpoint, as well as an AI standpoint
Time is never on your side -
Or, at least I think, it should be on your side. But that can ALSO be a good thing! WHY is dropping several hundred surveyors into a soupy gas giant and mapping it carefully so.... nerfed??
- Surveys ought to take time. Especially when you're being chased, or in a hostile area. >_> I've gamed that system as much as anyone... and it always feels a little dirty
- The immediacy of a LOT of actions is pretty... painful. Repairs. Invasions. (though ground actions over several days is an awesome start!!)
- Because of these removal of TIME as a factor, it's instead simplified into Supplies. This theme comes up over and over again. Just... take more supplies for a bit **waves vaguely**
- Survey prices are GARBAGE. Completely and utterly. And WHY map them at all?!? If you were going to settle there... you'll know all there is to know. That only leaves Habitable status (which you can get from a wide scan) and looting ruins. A dedicated survey (even of an inhabited planet!) should have immense value, and take immense time. As a fighter pilot you don't care, but as a Fleet Admiral or Faction Leader, you absolutely do!
- Heavy reliance on Fetch Quests gets quests ignored. If everything is a variation of 'Go there and get/scan/kill, then return' you stop doing them at all, or only do them when desperate or convenient
- Time is one of the MOST important aspects of any good RPG, and the use of it could EASILY stretch over almost all of Starsector. It's a lot of WRITING, I know... but having ENCOUNTERS that you didn't necessarily seek out, and that don't end only with a battle or the use of a skill point would really, really put flesh on the otherwise sturdy bones
- I want to run out of things. Little and big things. Things that I'll have to go out of my way to acquire/maintain. Like the fuel for my planet-cracking laser! I can only refuel it in one spot!
- While some of these are a bit thematic, and all of them represent (ironically) time on the part of Development... we're still dealing with Covid! People HAVE time!
Standardizwhaaaaat...?? -
Standardization if your friend. Yes, I know that a player easily editing files is a hallmark of Starsector. But that MEANS that a video of somebody playing Starsector loses its thrill value. It may be PRETTY, but the observer has no way to judge the DIFFICULTY or skill involved. And impressive videos of giant space battles... well... that's just money in the bank right there.
So please, please please please standardize! It doesn't have to be EAC where NOTHING can be TOUCHED. But there is an Official List of mods, and someday there's gonna be an Official List on one platform or another like Steam.
- Please, please take the time to call out and 'rate' mods that are important, and especially ones that are close to the vanilla baseline
- If you can judge the 'difficulty' of a fleet, you can judge the game difficulty, and/or the changes to difficulty that one faction or another is going to bring
- Why bother? Because mods are EFFORT and TIME. They are THERE to be tapped-into... if you can standardize how you judge/weigh/utilize them
- Official Mods are sexy
- Because Official Mods are sexy, those that don't quite meet the muster will try to angle towards approval, thus bringing the modded version of starsector more in tune with the vanilla version
- Yes, somebody would need to actually take the TIME to do this! And, yes, that's a part of doing business. HIRE SOMEBODY!
- Hire somebody JUST to do UI. Hire somebody just to work on Standardizations and Continuity. Hire somebody to begin the transition from Java to... something else.
- Hire them because people are bored and want to help. Hire them because there's a lot of skill out there still in quarantine. Hire them because Starsector really, really needs groundswell
Story Points? Hells yes! -The Story point system is fantastic! Seriously ^_^ But the Skill Point system is beyond bare bones!
- A single point/skill for administrators?!
- Special Agents that still exist purely as text?
- Wait... Diplomats aren't Vanilla?!?
- Well, if they're mad at me I should just contact them and expl.... wait...... I can't contact them?!? At ALL?
- Skill Points are supposed to mean Skill Checks, and Skill Checks are VASTLY superior to Fetch Quests
Fractal Software 2.0 -
I was writing about this in a previous response, and got a lot of flak. That bummed me out for a whole variety of reasons... there was Gatekeeping going on, lots of condescending opinions flying, and a generally sort of... confrontational atmosphere. Even with folks being downright aggressive... the topic was locked rather than warning or dealing with any of the bad behavior. The whole process of exchanging ideas was just... cut off. And I've seen this before, in many games. It's not a unique problem.
- I want Fractal Software to succeed. And I mean success beyond its current success
- The trajectory of the company, and as a result the game, has been sort of... coasting. Indie development, private sales, lots of players playing the game on a multimeter.. and want it to stay that way
- MAYBE that's how it should be. Maybe that's all that's wanted. BUT! I look at the genre, and I look at the competition, and I see Starsector as the strong leader of the pack. For now
- It won't stay that way. So.... Fractal Software 2.0, maybe?
- Hire employees. Get a development and update schedule. Take a note from the Trese Brothers, and start updating OFTEN. Get a social media presence, so that people SEE those updates. (Two brother dev team, they updated one of their Steam games something like 110 times in a year... and it's become a sort of bragging point)
- None of these mean taking Starsector 'in a new direction', but rather a different trajectory. The game itself is GOLDEN. The heartbeat of the game is... steady, but faint
- Maybe Starsector makes its way to one of the big platforms. Maybe it doesn't. But without trajectory, it'll just get gobbled up and lost in the noise
- So! Make noise
Why mention any of this? - 'Cause I want to see Starsector THRIVE! I'm not biting my nails for multiplayer, or demanding it be released on console, or any other silliness from folks who simply don't know better. I want to see Starsector move away from the gradual, steady drip of development... and hit the Emergency Booster instead.
I won't wither up and die if development keeps going like this... but it seems like a lost opportunity.
But hey, I'm not a doctor, I just play one on TV. But I DID sleep in a Holiday Inn... so I thought I'd take the time to write it all out.
Thank you for attending my Ted Talk