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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Author Topic: Fear and Grief  (Read 265 times)

alexwtb234

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Fear and Grief
« on: November 23, 2022, 01:02:49 PM »

Humans, they have emotions, they feel happiness , sadness, hatred , fear , hope.

Reputation in starsector only reflects how much they hate or love you.

FEAR:

How much they FEAR YOU, increases when you RAID,PERSUE FLEEING FLEETS , And performs SATURATION BOMBARDMENTS.

at low fear levels , they will treat you equally, but wont be as obedient, at high fear levels, they will be UNEASY in your presence, and will do ANYTHING to get out of your way, patrols will hesitate to engage even with positive reputation.

Fear can be reduced by simply not persuing fleeing fleets, helping with unrest and supplying food and supplies to planets who have insufficient stocks.

ADVANTAGES:

Fast pickets wont attempt to inspect your cargo. (above 50% fear)

Enemy fleets will not engage if their fleet strength isnt atleast 40% higher than yours (above 50% fear)

5% 7% 10% more income depending on colony size (you get more profitable deals, because others fear , you know, sat bombing)

Fearfull leader condition: 10% more production on each industry.

More Bounty Contracts


Downsides:

Crew Over Pressure : Your crew is scared enough that they only wear brown cargo pants to hide it, and it causes, once in 3 months

5%(25%fear) 10%(50%>fear) of your crew to simply run away when you dock in a market. 

Cannot Buy CREW on the open market.(30% fear)

Less Trade contracts.


EXTRA:

Dialogues change depending on fear levels.

25% - uneasy.

50% - shaking on their boots

100% - Their second in command assume due to the captain passing out.





GRIEF:

Aka, i wish to hit you in the feels for doing that saturation bombardment.

saturation bombardments: 25% chance of triggering per colony size (25,50,75), launches an unavoidable revenge fleet after 2 months right into your location, the captain greeting you had something taken from them, they will not flee as they have nothing to lose and only have one officer due to the nature of the mission not including coming back home.



Crew is also subject to grief with the same chance, they dropped the bombs after all, crew members will often revolt, requiring marines covering a minimum of 30% of your current crew to prevent CR decrease and ship damage.

or you know, vent themselves into stars when near them.
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Lortus

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Re: Fear and Grief
« Reply #1 on: November 24, 2022, 05:00:22 AM »

The effects seem way too overcomplicated, and really just push you to be a *bad word*. Also it basically already exists in the form of hostility. Pickets already won't check you if you are hostile and they see your transponder. You can't buy crew on the open market usually either because you are hostile.

If you HAD to implement this, instead of just rewarding you for being a bad person, and effectively forcing you to play a certain way, maybe get you to work in a way you feel fits your character.

You could have a "Loved" reputation too maybe, which increases the number of quests you get, and gives patrols a chance to just give you a hello instead of inspecting you.

But I don't think you need this because of reasons stated in the first paragraph anyways.
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