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Author Topic: Uniquifying the Factions, Part 2  (Read 37915 times)

zeno

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Re: Uniquifying the Factions, Part 2
« Reply #315 on: May 22, 2022, 10:04:28 AM »

Has there been any thoughts given on using varying tariff rates and/or market availability to further express factional flavor?

e.g. In terms of lore, the diktat would demand the highest tariff, because their economy is mismanaged but they get by with the wealth of their natural resources.  This drives a bustling blackmarket with lots of items/ships, which the player is incentivized to partake in due to the high taxes.  The governing body then try to make up for money lost to corruption by doubling down on bad economic policies and further squeeze the population via taxes.

On the other end of the spectrum, out of the major factions we'd have TT that encourages a relative free market.  Due to the sheer volume of legalized trading, they can afford to enforce lower tariffs, and as a result the blackmarket has low availability since things can be legally obtained in open market anyways.

PL and Heg then fall somewhere in between.

And at the very extreme we have Pirates that has almost 0% tariffs.  They're a disorganized bunch that care about individuals making money however they can, they don't care about economy, open market and blackmarket are philosophically the same to them anyways.
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Ruddygreat

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Re: Uniquifying the Factions, Part 2
« Reply #316 on: May 23, 2022, 06:19:34 AM »

And at the very extreme we have Pirates that has almost 0% tariffs.  They're a disorganized bunch that care about individuals making money however they can, they don't care about economy, open market and blackmarket are philosophically the same to them anyways.

eh, the pirates would still have tariffs- the boss's gotta get his cut so the extra just gets dumped onto you!

Doctorhealsgood

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Re: Uniquifying the Factions, Part 2
« Reply #317 on: May 23, 2022, 02:52:35 PM »

Has there been any thoughts given on using varying tariff rates and/or market availability to further express factional flavor?

e.g. In terms of lore, the diktat would demand the highest tariff, because their economy is mismanaged but they get by with the wealth of their natural resources.  This drives a bustling blackmarket with lots of items/ships, which the player is incentivized to partake in due to the high taxes.  The governing body then try to make up for money lost to corruption by doubling down on bad economic policies and further squeeze the population via taxes.

On the other end of the spectrum, out of the major factions we'd have TT that encourages a relative free market.  Due to the sheer volume of legalized trading, they can afford to enforce lower tariffs, and as a result the blackmarket has low availability since things can be legally obtained in open market anyways.

PL and Heg then fall somewhere in between.

And at the very extreme we have Pirates that has almost 0% tariffs.  They're a disorganized bunch that care about individuals making money however they can, they don't care about economy, open market and blackmarket are philosophically the same to them anyways.
If we are going to introduce fluctuating tariffs then having 30% as a baseline might not be the best idea as it is already a good chunk of credits getting eaten. If you increase it much further then at that point the legal markets might as well not exist.
« Last Edit: May 24, 2022, 05:04:38 AM by Doctorhealsgood »
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Antelope Syrup

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Re: Uniquifying the Factions, Part 2
« Reply #318 on: May 26, 2022, 09:29:57 AM »

The tariff rates could be a very good way of characterizing factions. My thoughts in list form:

Hegemony ~30%

Tri tachyon ~20-15%

Luddic church ~20%

Persean league ~10-30% depending on planet to represent the diversity in local polities

Sindrian diktat 25% (I would imagine them to be the hegemony but more business friendly)

Pirates 20-30% Some pirate polities are likely less extortionate than others

independents 10-30% (like the league)

Perhaps a well connected player with friends in high places could avoid taxes all together.

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Üstad

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Re: Uniquifying the Factions, Part 2
« Reply #319 on: May 27, 2022, 05:25:28 PM »

I wonder when the next update will be released?
Wondering that as well.
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HiddenPorpoise

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Re: Uniquifying the Factions, Part 2
« Reply #320 on: May 27, 2022, 08:37:11 PM »

Perhaps a well connected player with friends in high places could avoid taxes all together.

"No"
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Doctorhealsgood

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Re: Uniquifying the Factions, Part 2
« Reply #321 on: May 28, 2022, 05:23:16 AM »

Perhaps a well connected player with friends in high places could avoid taxes all together.

"No"
Saturation bombardment it is then.
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ExW

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Re: Uniquifying the Factions, Part 2
« Reply #322 on: May 30, 2022, 07:13:52 AM »

Loving everything aside from making Diktat into cartoonish goofy dictatorship from disney.
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Big Bee

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Re: Uniquifying the Factions, Part 2
« Reply #323 on: May 30, 2022, 10:20:51 AM »

Loving everything aside from making Diktat into cartoonish goofy dictatorship from disney.

That's kind of an exaggeration imo
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Candesce

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Re: Uniquifying the Factions, Part 2
« Reply #324 on: May 30, 2022, 04:04:46 PM »

That's kind of an exaggeration imo
Hey, Disney cartoon dictatorship is still a step up from real world dictatorship!

Cartoon supervillains get to have some competent minions, even if they're not necessarily who the dictator thinks they are.
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Big Bee

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Re: Uniquifying the Factions, Part 2
« Reply #325 on: May 30, 2022, 04:18:00 PM »

Seriously though, it's not that bad. Some ships get a very mild debuff and people act like the entire Diktat is suddently ran by nothing but bumbling brainless clowns with cartoonish levels of incompetence. Doesn't that feel a bit... much?
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Megas

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Re: Uniquifying the Factions, Part 2
« Reply #326 on: May 30, 2022, 05:54:28 PM »

I think people do not want a ship that is weaker than normal without anything different and useful to set it apart from the standard model, like free Safety Overrides on a Pather ship, or even Executor's two large energy mounts instead of missiles from stock Pegasus.

If the only difference between LG ships (not named Executor) and normal ships is the special d-mod and the cost of restoration to remove it, I would simply take the standard version.

Solar Shielding is probably okay (eventually) because most if not every ship should have it once it is time to farm Ordos and/or attack hypershunts.  Global -20% damage to energy weapons when the strongest enemies in the game favor it is very good.  Also, storm resistance is nice to not crater capitals' CR when diving through storms to speed up the game.  Still, if built-in, it would be nice if it was free like SO is for Pathers.

It would be nice if the special d-mod had a minor bonus (like -5% flux use for energy weapons or +10% EMP resistance) bundled with the penalties, so player needs to think twice before removing the hullmod with Restore.  (Or just make it not a d-mod and more like XIV Battlegroup.)
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Amoebka

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Re: Uniquifying the Factions, Part 2
« Reply #327 on: May 31, 2022, 02:54:02 AM »

Solar shielding isn't good against Hypershunts at all. Energy damage is ~20% of their output.
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Megas

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Re: Uniquifying the Factions, Part 2
« Reply #328 on: May 31, 2022, 04:50:17 AM »

Solar shielding isn't good against Hypershunts at all. Energy damage is ~20% of their output.
I guess this is from Cryoblaster spam from the larger Tesseracts.  The beams and energy missiles still hurt quite a bit, and they do not seem like a mere 20%.
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Antelope Syrup

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Re: Uniquifying the Factions, Part 2
« Reply #329 on: May 31, 2022, 09:18:48 AM »

The whole point of the update is to "Uniquify the factions" but the only unique thing the update introduces for the diktat is a set of D-skins, and two weapons you have to ruin your relations with said faction to acquire. People are complaining so much because all of the additions regarding the diktat only serve to negatively characterize a sub faction of the diktat as incompetent yes-men. Ultimately the LG ships being D-mod skins isn't even that big of a deal, but it's still a boring decision that seems like wasted effort. 
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