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Author Topic: Vanilla Change Requests:  (Read 1684 times)

dgchessman2

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Vanilla Change Requests:
« on: February 18, 2022, 03:33:34 AM »

[size=24pt]NOTICE: These are all opinions, framed as requests.  Some are explained or elaborated roughly, some are not. Almost all are purely Vanilla, but some ARE vanilla/mod interaction changes.
It's perfectly find if you think some of these requests are unreasonable, or if you wholeheartedly agree.  Please check any outrage or indignation at the forum door.
[/size]

Please fold some of the most common 'utility'-style mods into the vanilla gameplay.  Or, if you'd rather, please allow/prompt the player when starting a new game if they, for instance, want to use the normal weapon arc, or Leading Pip.  Whether they'd like to have Console enabled or disabled.  I won't dive too far into that, but many other games provide a fine example at how to quickly make a player aware of their UI options (modded or otherwise).  A lot of these I think border on 'essential' mods.

Please allow some of the initial sector generation choices to remain selected.  Portrait and name have a 'randomize' button right there... if I'm starting a new game, I'll hit that button if I want it randomized.  Randomizing it by default just adds an extra step to a repetitive process.  If you're making your own faction, the name and prefix also qualify.  Even BETTER would be bundling all of those into a save point BEFORE sector generation, not after.  So that if you're not liking your initial choices or the RNG Gods are frowning on you, it's a simple process to just Regenerate Universe.

Please add support for mouse buttons, and 'push button to fire' controls.

Please either merge the Fleet and Refitting screens, or add duplicate buttons for things like Strip, Mothball, etc.  Bouncing back and forth doesn't do the game any favors.  I don't know if 'windows' are an option with the engine, but opening up some features/options in a forward window might help with navigation.

Please either merge the Intel and Sector maps, or add duplicate buttons for things like traveling to a specific planet on the mission screen, or seeing local events alongside your fuel range.

Please add projectile speed to non-missile weapons.

Please allow the '?' button on the refitting screen to reflect S-mods, and visa versa.  If a modifier is shortening weapon turning, or PD distance, as the player I need to see that reflected on the actual weapon card, rather than nestled in flavor text on a D-Mod.  And if I INCREASE my firing distance through an S-mod (or Story Points, or Crew Experience, or other modded means) I need to see that reflected as well.

Please add additional important information to built-in weapons, and other systems that currently show nothing outside of the refit screen.

Please clarify or modify the language to distinguish between Energy Weapons, and Energy Damage.  In the same way that Projectile weapons do Kinetic damage.

Please allow for info linking.  That's a big subject, but a few examples include:  Faction to Planets to Diplomat, Home Faction to Governor to Planetary settings, Object in Production que to detailed stats, Faction to Planets listed on the world map.  In short, there are few logical links between systems, and a hard reliance on WASD and number keys to navigate otherwise simple tasks.

Please allow more diplomatic interactions and tasks.  A way to interact beyond attacking, fetch-questing, or handing over cores.

Please consider adding more trade goods.

Please add 'Large' to the map sizes listed.

Please consider steps to reduce the reliance on Simulation for equipping ships.  That could include animated actions, a moment of 'firing' after a weapon is dropped into a slot, fighters hovering over the model after being equipped.  Something that demonstrates the normal, expected behavior... not dissimilar to the idle motions on the Title screen.

Please show the ship SIZE on the Refit screen.  The lines between Destroyer and Cruiser are almost impossible to see unless you're in the Purchasing menu, or the ship class is both the name and the size.  Many are, but it's no requirement and gets passed over quite often with ships added by mod.  A baseline of 'required' fields would need to come from the Vanilla side.

Please, please consider modifying the Battle Screen parameters to match the Map Screen parameters once combat starts.  Aka, if you're fighting in an asteroid field... or in the corona of the sun...

Please put a larger buffer around the suns to avoid planets, warp points, stations, and fleet pathing to at least avoid the worst of the 'sun diving'.  It's clear that the NPCs don't take corona damage..... but they should.

Please consider a throttle system instead of individual buttons for speed.

With more space for buttons, please consider more diverse 'stances'

Please put a larger time delay between a fight, and the ability to Salvage the fight debris.

Please consider a 'Camp Follower' system rather than mixing support skills into the player tech tree.  Having a designated fleet 'Mechanic' slot, and 'Wing Commander', or whatever else, and let the player choose support skills like faster fighter regen, better salvaging, increased readiness, etc.

Please, please give the entire 'skills' section a good, hard look.  It feels painfully incomplete... but it doesn't appear to allow adding/removing/modding.

Please allow a more 'handy' system for things like Faction stats, deployed fleets, mission icons... if a player comes back to their game, the process of 'getting up to speed' currently involves a lot of pages, a lot of inference, and a lot of flying around.  Alongside that, please allow communication (assuming a Coms Array) between myself and... well... myself as I govern several colonies.  Or to coordinate with my other Governors.  Being incommunicado until you physically set food back on the planet is painfully restricting.

Please, please add a Market (even a limited one) to player planets.  Even the worst Luddic space heap has both a Faction market, and a black market.  Every.  Single.  One.  The lack as soon as you start your own faction is glaring.

Please consider forking the current Starsector, and a modernized version with officially updated engine and tools.  That doesn't mean abandoning the current iteration... but it's not getting any younger or 'more supported'.  Even if this has to be DLC for an extra fee...

Please consider the steps necessary to address the current rate of game updates.  There were Two in 2021, alongside 5 blog posts.  Not gonna say how or what that SHOULD be, but please consider addressing it if those numbers aren't to your preference either.

Please make room for more optional buttons, optional pages, optional click zones, optional radial menus.  Resources that could be used to... mod in more than just the set number of planet spots (yes, it's been mentioned) but could just as easily include other things like a Diplomacy window, orders to your factions beyond just making more ships and weapons.  Optional colors in the weapons menu.  Optional buttons in the Refitting screen.  Optional buttons along the bottom beyond the 7 available.  I think if you make (for example) an 8th button available, modders would jump at the opportunities to integrate more firmly with the vanilla UI.

Updates, changes, modifications all require hours, and hours require money.
Please, please take my money, and put it towards additional hours.  Need more?  Please take more.


Or don't.  That's okay too.
It's simply a list of requests.
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SCC

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Re: Vanilla Change Requests:
« Reply #1 on: February 18, 2022, 04:49:14 AM »

Please fold some of the most common 'utility'-style mods into the vanilla gameplay.  Or, if you'd rather, please allow/prompt the player when starting a new game if they, for instance, want to use the normal weapon arc, or Leading Pip.  Whether they'd like to have Console enabled or disabled.  I won't dive too far into that, but many other games provide a fine example at how to quickly make a player aware of their UI options (modded or otherwise).  A lot of these I think border on 'essential' mods.
Alex doesn't play with mods (besides Console Commands maybe), so he doesn't know what you actually want to have added to the game (besides Leading Pip).

Please add support for mouse buttons
Does your mouse not work with the game at all or what?

or seeing local events alongside your fuel range.
You can turn the fuel range on the intel map, too. You can click on the button or press W. This doesn't address anything about the map or the intel screen, but that's what we have now.

Please add additional important information to built-in weapons, and other systems that currently show nothing outside of the refit screen.
I have to say: what?

Please consider adding more trade goods.
What for? The ones currently in the game are barely different to one another, with supplies and fuel being outliers. I would rather first make other resources more useful.

Please, please consider modifying the Battle Screen parameters to match the Map Screen parameters once combat starts.  Aka, if you're fighting in an asteroid field... or in the corona of the sun...
You get more asteroids when fighting in an asteroid field and when fighting in a corona, your PPT is reduced and the screen is tinted.

Please put a larger buffer around the suns to avoid planets, warp points, stations, and fleet pathing to at least avoid the worst of the 'sun diving'.  It's clear that the NPCs don't take corona damage..... but they should.
They do, they just have infinite supplies to recover the damage. They also take penalties in combat, though against explorarium drones, it's not really enough to come out ahead.

With more space for buttons, please consider more diverse 'stances'
What?

Please put a larger time delay between a fight, and the ability to Salvage the fight debris.
Please do not, I don't want to waste time every time I fight.

Please consider a 'Camp Follower' system rather than mixing support skills into the player tech tree.  Having a designated fleet 'Mechanic' slot, and 'Wing Commander', or whatever else, and let the player choose support skills like faster fighter regen, better salvaging, increased readiness, etc.

Please, please give the entire 'skills' section a good, hard look.  It feels painfully incomplete... but it doesn't appear to allow adding/removing/modding.
It might not appear like that, but it does allow adding, removing and generally modding skills. I also think it's funny you made a "minor suggestion" to remake the skill system again.

Alongside that, please allow communication (assuming a Coms Array) between myself and... well... myself as I govern several colonies.  Or to coordinate with my other Governors.  Being incommunicado until you physically set food back on the planet is painfully restricting.
You can manage your colonies remotely in the command screen. Go to the first tab and select your colonies. You won't be able to change anything about items until you do go there in person, though.

Please, please add a Market (even a limited one) to player planets.  Even the worst Luddic space heap has both a Faction market, and a black market.  Every.  Single.  One.  The lack as soon as you start your own faction is glaring.
You can build Commerce to get an open market on your colony. As for why is it like that, I have not even the faintest idea lmao.

That doesn't mean abandoning the current iteration...
Yes it does mean that, unless Alex pays someone to remake his game.

NuclearStudent

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Re: Vanilla Change Requests:
« Reply #2 on: February 18, 2022, 05:05:48 AM »

Excellent points. Some followup:

Other people have brought up the performance hit from pathfinding changes. I believe that Alex could fix these problems by porting Starsector away from Java (obsolete language, weighed down by technical debt of eternal backwards compatibility) to a more modern framework, such as Visual Basic 6. This will also save time with debugging, as it is less likely to be compatible with problematic operating systems such as Mac (artisty, bloated, closed source), which is strictly inferior to Windows (functional, slim, spiritually open).

Pushing a DLC for a fork as you suggested might be controversial, so I suggest a scaling financing model. Users who sign up for the port to the new framework have the costs automatically distributed and the funds withdrawn from their bank accounts, but receive a gradual refund as more users sign up to the new Starsector port and take on their share of the burden. That way, we can get faster development, money up front, and an equitable cost for all players.

I think we should just remove skills. I'm sick of them constantly being reworked. Alex should focus his effort on more fruitful ends, like documenting the modding API.
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dgchessman2

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Re: Vanilla Change Requests:
« Reply #3 on: February 18, 2022, 09:39:46 AM »

Not looking for a 'good' or 'bad' suggestion list.  If you think they're bad, please just disregard.

If you ACTUALLY are asking, seeking an answer I'm happy to clarify.

"Please fold some of the most common 'utility'-style mods into the vanilla gameplay."
Super cool.  But this game doesn't have a robust Vanilla following, it has a robust MOD development.  I don't rightly know the number of people modding, and to what extent... but a quick Poll would get you some quick numbers.  There needs to be at least SOME level of acknowledgement (outside of a forum list) that modding is not only frequent, but downright common.  Myself, I'd go as far as saying it's necessary.
There's a LOT that could be settled with a bit of raw data.
How many new players are playing on potato systems, or is this just a very vocal crowd of people who purchased the game a decade ago shouting down attempts to modernize?
Are new players actually playing vanilla, or jumping straight to modding?
Metrics are useful and handy tools.

"Please add support for mouse buttons"
It takes EFFORT to purchase a mouse with only a left, right, and middle scroll wheel.  Support for ANY of those other buttons and functions would be fantastically 2005.

"or seeing local events alongside your fuel range."
Of course you can.  That's why I mentioned it.  But you CAN'T see anything without hover text.  And there are a LOT of systems to sit and hunt for.
Example:  I'd like to find a military Hegemony colony.  We're pals, and I need fuel.
Now, I can roll into Intel, pick Habitated systems, and start scrolling through based on distance...
... or you could just give me a list of Hegemony colonies that I'm aware of under their Intel tab, maybe sorted by distance?
I used that PURELY has one single hypothetical solution.
Another would be using those handy dandy color coated buttons at the bottom of the Intel screen for more than just 'most recent popups'.  If I go to an Intel or Map screen to look for a mission, or a message, or a faction... I'd like to be able to find them.

I used Local Events (intel screen) and Fuel Range (universe map) as an example.  Again, a single, hypothetical example.  NOT a specific one.

"Please add additional important information to built-in weapons, and other systems that currently show nothing outside of the refit screen."
Missile Forge - Does it have limited charges?  How many seconds between uses?  How about ANY information other than just flavor text about how it restocks missiles?

"Please consider adding more trade goods."
Making the current goods work as trade goods is identical to adding more trade goods.  The current attempt at it barely qualifies.  '... adding/reworking trade goods' ...?

"Please, please consider modifying the Battle Screen parameters to match the Map Screen parameters once combat starts.  Aka, if you're fighting in an asteroid field... or in the corona of the sun..."
Having a superficial difference is probably worse than actually registering the terrain in the battle.  A plain map is just 'default'.  But a few more asteroids while you fight in a black hole just jars the senses.  I'm looking for a reason to NOT just mash the Autopilot button, and let the battle play out in 2x.

"Please put a larger buffer around the suns to avoid planets, warp points, stations, and fleet pathing to at least avoid the worst of the 'sun diving'.  It's clear that the NPCs don't take corona damage..... but they should."
If the penalty the AI suffers doesn't ACTUALLY result in a net penalty that the player will notice and perhaps fold into their game play technique.... it's not really a penalty at all.

"Please put a larger time delay between a fight, and the ability to Salvage the fight debris"
Please, please do.  One of the worst things I see happening with this game is the rust to the next battle map.  If a huge fleet battle happens, you don't just grab all the ejected garbage and scoot out of town.  Nor do you hit a planet and catalogue that bad boy while being chased by AI.  By adding even the slightest delay between the end of a battle and the ability to loot (Oh look!  Their friends are coming at full burn!) you can make the loot a BIT more meaningful, and perhaps lift the current nerf to after-battle drops.  Currently the after-battle take-home is..... absurd.  Beyond absurd.  Ships don't fit neatly into other ships, even big ones.  A post battle fleet wreckage could take weeks or months to even MAP, much less salvage.  Obviously it doesn't have to angle towards Simulation... but the strategy and map layers aren't an arcade game either.

"Please consider a 'Camp Follower' system rather than mixing support skills into the player tech tree."
Yes, I mention this as two separate suggestions.  There is a desperate need to revise the skills that are there AND there are a bunch of skills that don't even belong in the skill tree at all!  Support skills can go into a Support Staff.  There's no need to mix up MY ability to pilot with our fleet's ability to efficiently use Supplies.

"Alongside that, please allow communication (assuming a Coms Array) between myself and... well... myself as I govern several colonies.  Or to coordinate with my other Governors.  Being incommunicado until you physically set food back on the planet is painfully restricting."
Building and destroying buildings is not 'management', nor is it 'communication'.  I cannot access my supplies, my troops, my governor (not really) my people, any OTHER planet, any allies/factions... or anything, really.
Which is to say that there is NO Diplomacy, just a Reputation system that sorta moonlights as Diplomacy.  And the reputation system is primarily made up of fetch quests... and those neeeever get old.

"Please, please add a Market (even a limited one) to player planets.  Even the worst Luddic space heap has both a Faction market, and a black market.  Every.  Single.  One.  The lack as soon as you start your own faction is glaring."
I'm a bit confused at why you would mention building Commerce.  On a single planet per-system.  For 300k.  When every other planet, even the newest smallest one, gets several for free.  This game suffers badly from the lack of connection between the factors that influence the AI and AI factions, and the factions that influence the Player.  There's a looooong history of bootstrapping in strategy games to give the appearance of 'fairness', while having the player and the AI operate on completely different systems.  With the amount of modding happening, that just makes it THAT much easier for ANY changes, Vanilla or otherwise, to throw off the bootstrapped Economy / Diplomacy / Item Valuation.
The closer we can get to everyone playing by the same rules, the better.

"That doesn't mean abandoning the current iteration..."
I'll rephrase:  Put the current game on pause and get the 'new' version up to the standards of... I dunno... 2010 or so?  At least?
If there's still a market happening for the 'old' version, then keep investing in it, by all means!  Or, leave it to be modded by others in their free time.  It does NOT mean abandoning it, it just means not pretending like it's a money-making product anymore.  Because, best I can tell... it's not.  And it's unlikely to get MORE valuable in the near future.

It's really cool that folks find it necessary to list out all the reasons they think suggestions are crap, and express their own misunderstandings... but honestly?  I'd love if we could keep this brief.  The more verbose this gets, the more likely trolls are to be attracted by the scent.  And I'm sure EVERYONE loves the post-script of "Here's the part of what you said that I actually think has value"... but I don't.

I want to see Starsector succeed, and keep succeeding.  I have no clue how 1.0 could suddenly...... anything.
I don't want this game to end up abandonware.
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Ruddygreat

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Re: Vanilla Change Requests:
« Reply #4 on: February 18, 2022, 10:35:33 AM »

"Please fold some of the most common 'utility'-style mods into the vanilla gameplay."
Super cool.  But this game doesn't have a robust Vanilla following, it has a robust MOD development.  I don't rightly know the number of people modding, and to what extent... but a quick Poll would get you some quick numbers.  There needs to be at least SOME level of acknowledgement (outside of a forum list) that modding is not only frequent, but downright common.  Myself, I'd go as far as saying it's necessary.
There's a LOT that could be settled with a bit of raw data.
How many new players are playing on potato systems, or is this just a very vocal crowd of people who purchased the game a decade ago shouting down attempts to modernize?
Are new players actually playing vanilla, or jumping straight to modding?
Metrics are useful and handy tools.

<...>

"Please put a larger buffer around the suns to avoid planets, warp points, stations, and fleet pathing to at least avoid the worst of the 'sun diving'.  It's clear that the NPCs don't take corona damage..... but they should."
If the penalty the AI suffers doesn't ACTUALLY result in a net penalty that the player will notice and perhaps fold into their game play technique.... it's not really a penalty at all.

"Please put a larger time delay between a fight, and the ability to Salvage the fight debris"
Please, please do.  One of the worst things I see happening with this game is the rust to the next battle map.  If a huge fleet battle happens, you don't just grab all the ejected garbage and scoot out of town.  Nor do you hit a planet and catalogue that bad boy while being chased by AI.  By adding even the slightest delay between the end of a battle and the ability to loot (Oh look!  Their friends are coming at full burn!) you can make the loot a BIT more meaningful, and perhaps lift the current nerf to after-battle drops.  Currently the after-battle take-home is..... absurd.  Beyond absurd.  Ships don't fit neatly into other ships, even big ones.  A post battle fleet wreckage could take weeks or months to even MAP, much less salvage.  Obviously it doesn't have to angle towards Simulation... but the strategy and map layers aren't an arcade game either.

"Please consider a 'Camp Follower' system rather than mixing support skills into the player tech tree."
Yes, I mention this as two separate suggestions.  There is a desperate need to revise the skills that are there AND there are a bunch of skills that don't even belong in the skill tree at all!  Support skills can go into a Support Staff.  There's no need to mix up MY ability to pilot with our fleet's ability to efficiently use Supplies.

<...>

"Please, please add a Market (even a limited one) to player planets.  Even the worst Luddic space heap has both a Faction market, and a black market.  Every.  Single.  One.  The lack as soon as you start your own faction is glaring."
I'm a bit confused at why you would mention building Commerce.  On a single planet per-system.  For 300k.  When every other planet, even the newest smallest one, gets several for free.  This game suffers badly from the lack of connection between the factors that influence the AI and AI factions, and the factions that influence the Player.  There's a looooong history of bootstrapping in strategy games to give the appearance of 'fairness', while having the player and the AI operate on completely different systems.  With the amount of modding happening, that just makes it THAT much easier for ANY changes, Vanilla or otherwise, to throw off the bootstrapped Economy / Diplomacy / Item Valuation.
The closer we can get to everyone playing by the same rules, the better.

<...>

I want to see Starsector succeed, and keep succeeding.  I have no clue how 1.0 could suddenly...... anything.
I don't want this game to end up abandonware.

not doing this in separate quotes because that's effort :P

1 - alex has tried integrating mods into the game before, it was a legal headache (lots of IP rights stuff iirc) and it's a bad deal for the modders - they get the mod taken out of their hands and alex has to deal w/ their code (or they now have to update on alex's timetable), no matter how simple the mod is that can still be dealbreaking

2 - you can force enemies to go through coronas / to emergency burn at you to waste their CR and make battles easier, once you figure it out it's p easy (and useful) to make a part of your strategy

3 - god please no, this would just make looting tedious

4 - this is meaningless, skills already represent hiring specialised engineers & whatnot, there's no reason to add a layer of pedantry

5 - the "one commerce per system" thing is from indevo (because commerce is insanely op), at least know what's vanilla and what isn't before asking for stuff :V

6 - the game has been in-dev for >10 years, it's not gonna become abandonware any time soon

SCC

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Re: Vanilla Change Requests:
« Reply #5 on: February 18, 2022, 10:41:51 AM »

5 - the "one commerce per system" thing is from indevo (because commerce is insanely op), at least know what's vanilla and what isn't before asking for stuff :V
lol

David

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Re: Vanilla Change Requests:
« Reply #6 on: February 18, 2022, 11:03:57 AM »

1 - alex has tried integrating mods into the game before, it was a legal headache (lots of IP rights stuff iirc) and it's a bad deal for the modders - they get the mod taken out of their hands and alex has to deal w/ their code (or they now have to update on alex's timetable), no matter how simple the mod is that can still be dealbreaking

I'll jump in for this point because I think some stories are getting mixed up: Alex has never integrated mods into Starsector. That's something I did _once_ back at Gaslamp Games with Dredmor's second expansion and would not do again for various reasons, some of which you do identify here.
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Ruddygreat

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Re: Vanilla Change Requests:
« Reply #7 on: February 18, 2022, 11:26:37 AM »

I'll jump in for this point because I think some stories are getting mixed up: Alex has never integrated mods into Starsector. That's something I did _once_ back at Gaslamp Games with Dredmor's second expansion and would not do again for various reasons, some of which you do identify here.

ah- thanks!

I'd half remembered a post explaining it, though I couldn't remember if it was you or Alex blue stars forgot that all names here are blue got me mixed up, thanks again for clarifying!
« Last Edit: February 18, 2022, 11:39:52 AM by Ruddygreat »
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Sutopia

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Re: Vanilla Change Requests:
« Reply #8 on: February 18, 2022, 12:27:18 PM »

Excellent points. Some followup:

Other people have brought up the performance hit from pathfinding changes. I believe that Alex could fix these problems by porting Starsector away from Java (obsolete language, weighed down by technical debt of eternal backwards compatibility) to a more modern framework, such as Visual Basic 6. This will also save time with debugging, as it is less likely to be compatible with problematic operating systems such as Mac (artisty, bloated, closed source), which is strictly inferior to Windows (functional, slim, spiritually open).

Pushing a DLC for a fork as you suggested might be controversial, so I suggest a scaling financing model. Users who sign up for the port to the new framework have the costs automatically distributed and the funds withdrawn from their bank accounts, but receive a gradual refund as more users sign up to the new Starsector port and take on their share of the burden. That way, we can get faster development, money up front, and an equitable cost for all players.

I think we should just remove skills. I'm sick of them constantly being reworked. Alex should focus his effort on more fruitful ends, like documenting the modding API.

VB6 is the obsolete language, not Java.

Java treat you like an adult so you are responsible for any code you wrote. Java is otherwise one of the most performant language and the support is still active.

VB6, on the other hand, has been abandoned by Microsoft completely due to bad performance and fundamental framework flaws. I have to assume you came from a parallel universe to say VB6 is modern.
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Since all my mods have poor reputation, I deem my efforts unworthy thus no more updates will be made.

Salter

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Re: Vanilla Change Requests:
« Reply #9 on: February 18, 2022, 01:23:33 PM »

tbh you can just get around the one commerce per system thing by just colonizing only one planet per system. Once you get gate access, zipping around the cosmos isnt very hard or logistically taxing. Fast travel OP.
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Tartiflette

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Re: Vanilla Change Requests:
« Reply #10 on: February 18, 2022, 10:15:32 PM »

I believe that Alex could fix these problems by porting Starsector away from Java [...] to a more modern framework, such as Visual Basic 6.
Quote
I suggest a scaling financing model.
Quote
Alex should focus his effort on more fruitful ends
Thanks for the laugh!
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Drazan

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Re: Vanilla Change Requests:
« Reply #11 on: February 25, 2022, 04:17:10 AM »

Well. There are a lot of things i do not agree in this suggestion. Mostly the tone of it.
But general modernization and streamlining should really happen before 1.0. Right now the game appeals to a really niche audience, the most vocal members of the community are the ones that purchased it a long ago and got used to its old and sometimes clunky systems. This really doesnt help in any way. New ideas or pleads for streamlining or quality of life (not even mentioning the AI) are constantly dismissed by the older players.

If we ever want the game to be appealing (or playable) for a wider audience, then a lot of things have to be changed. And it might come as a surprise but these are not the kind of changes that min maxers -who played the game a bajillion times since 2011- want.
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Grievous69

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Re: Vanilla Change Requests:
« Reply #12 on: February 25, 2022, 05:39:54 AM »

Bruh the game as its core is not a mainstream game, you'd have to change 90% of the mechanics and change a truckload of things so that more casual players could get into it. But at that point we won't be playing Starsector anymore. That's a terrible thought process and I wish more devs just followed their vision for the game instead of catering to every little request to make the game "streamlined". Of course you can't simply ignore everyone and do you own thing 100%, your sales will suffer. But when trying to make your game less niche, you're losing a lot of that passionate fanbase that came to your game in the first place.

Give me one good major change example that will make the game more accessible without making a mess in the process.
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Drazan

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Re: Vanilla Change Requests:
« Reply #13 on: February 25, 2022, 07:23:55 AM »

A good example would be cleaning up the map and the intel map screen, there really should be just one. Also reducing the comlexity of phase and some other combat stuff. An other good example would be the command system, clean up that screen a bit make an usefull intorduction that tells you what to expect from a given order. Maybe change them a bit to make them more literral.

But the most IMPORTANT thing would be a comprehensive tutorial. For everything. This can be done for example by explaining stuff in tool tips as they come. For example you open the trading screen small tooltips shall apear explaining everything to you, same for refit screen, intel screen ecetera. Maybe this help tooltips could be called again anytime again if you wish.
For the ship and weapon data card there should be an option to get description about what each stat means (for example hold alt and move your cursos above it, then a small tolltipp appears giving a 3 sentence explanation)
There is really so much things in this game that i only know from the forums and the wiki, they should be explained in some point.
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Drazan

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Re: Vanilla Change Requests:
« Reply #14 on: February 25, 2022, 07:27:05 AM »

I really dont want Starsector to be a caual game. To be a game for everybody, but as of now the game is for the few thousand hardcore fans, and even they use mods.
The game doesnt need to be simple. It is a comlex game and a lot of people like those. But it should not be unnecesarry complicated.
But the game really shall be more approachable.
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