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Starsector 0.98a is out! (03/27/25)

Author Topic: Navigation officer (hirable officer)  (Read 756 times)

EWarren

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Navigation officer (hirable officer)
« on: March 26, 2022, 10:21:56 PM »

One aspect of Starsector that can be dull is manual transit from point A to point B of the Sector Map (holding down the mouse key / clicking for 10 minutes can be draining).

Similar to a fleet commander who would turn procedural affairs to subordinates, I would like to recommend a Navigation Officer role that can be hired like the other officers / administrators. This officer would have the knowledge of previously travelled paths (what are the areas without storms, natural "lanes," etc), and if the fleet were to return to an area, the officer would pick a relatively efficient path (perhaps slightly more supply / fuel consuming than a knowledgeable player), and allow the player to just sit back and relax until reaching the destination.

In short, the spectrum would have player on one end, and "dumb" autopilot at the other. I think the Navigation Officer can sit somewhere in between to offer value to the fleet, so the famed captain and leader of a rising faction doesn't have to manually command fleets through the same storm for the 20th time.
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DirectionsToL3Please

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Re: Navigation officer (hirable officer)
« Reply #1 on: March 27, 2022, 07:40:27 AM »

You can just set autopilot. It's a straight line, which absolutely will run you through storms, but unless and until something better gets implemented, you don't have to hold the button down.  Just click the destination and go make a cup of tea; the prompt to drop out of hyperspace will pause the game until you get back.

Plus, you do not want to be at the screen to watch the dumb-as-rocks autopilot run you through five storms in a row when it could have missed all of them by moving a quarter screen away.
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Vanshilar

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Re: Navigation officer (hirable officer)
« Reply #2 on: March 27, 2022, 08:40:57 AM »

Along those lines, in \starsector-core\data\config\settings.json, search for "campaignSpeedupMult". That variable controls how much faster the campaign map will progress while you're holding down the "shift" key. I personally set it to 4, from the default of 2, which makes it go a lot faster but still within where I'm able to maneuver for storms, etc.

So yes navigating in hyperspace can be a bit boring, but at least this speeds it up a lot, and you can basically adjust it to however fast you're able to handle which makes it less boring.
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Amoebka

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Re: Navigation officer (hirable officer)
« Reply #3 on: March 27, 2022, 03:49:21 PM »

You can't leave autopilot on and go for tea now that slipstreams are a thing, you have to watch it.

If hyperspace travel is so boring you are asking for the ability to skip it, the solution is to make it more interesting to play instead. Right now the only things that happen in hyperspace are bad. It's really rare to have slipstreams be useful, or to get a lucky cruiser derelict. 90% of the time it's painstakingly avoiding storms and raging when encountering a long slipstream perpendicular to your course.
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Salter

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Re: Navigation officer (hirable officer)
« Reply #4 on: March 27, 2022, 10:15:12 PM »

Rather than having a navigation officer, it would be nice to see the sector map display hyperspace storms to make navigation alot safer and easier. As it stands unless you outfit your entire fleet with Solar Shielding, you burn through alot of supplies getting through hyperspace storms.

The AI also has a problem of setting course for worlds unless you go to the system map and setting the destination by clicking on the world manually. Ive had situations where the AI thought it a good idea to jump into the systems edge and spend several days getting into the inner system when it could have just went to a closer jump point and saved a bunch of time.
« Last Edit: March 29, 2022, 09:12:27 AM by Salter »
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