One thing erks me though, when hunting or employing humans or other resources (marines for example) it feels like a straight up trade off. Could there be some kind of risk-factor and reward instead? For example when hunting megafauna I could increase or decrease the amount of marines which would affect the kind of results I get - more marines might mean more meat and also less death? But with a randomizer or skill check - for example I have a lot of well-trained marines but that doesn´t affect my ability to use them effectively in this specific scenario. It might also be similar in that if I use my ships lasers to carve out some metal maybe my overall fleet mining strength would affect the result? I understand this mechanic might be a pain but it would add a lot to the great concept. At this moment it feels like a swap-mart rather than a mission with some chance involved.
Yeah, I'd like for the operations that involve crew or marines to feel more organic as well. I think you've got a good point about how the total number of marines should make a difference in your example. I might be able to figure out a clean way to work that in. In general I'd like to give more significance to fleet capabilities like sensor strength, mining rating, or # of marines, and that seems like a good opportunity to do so.
Another idea could be to add some risk to some of the missions - again it´s a chance modifier but for example if you choose to use force in some cases that might trigger an enemy fleet or another severe reaction in some cases (like triple losses or a fuel explosion or something disastrous). I think this could add an element of risk to such actions and add a lot in terms of the exploratory gambles you make at the frontier.
My original plans for this mod actually included a lot of randomized risk, for many of the reasons you described. Unfortunately, that kind of thing didn't make it in because I couldn't figure out a satisfactory way to reconcile meaningful RNG events with Starsector's traditional save/load system*. The base game handles this by making all RNG outcomes predetermined and either beneficial or inconsequential. Generally I think Starsector does a great job of not encouraging "save scumming" too much, so I try to follow the same rules. I could add inconsequential variation to losses involving crew and marines, but that would be incompatible with the predictive QoL features.
*Some people play iron mode (which I respect quite a bit) but I wanted the mod to work well for others, too.
Lastly it could be that with high mining, sensor, salvage strengths that very rare and valuable opportunities show up such as alpha cores or even an omega?
Yeah, stuff like that could be good. One thing on my to-do list is to make some operations require spending certain resources and/or having certain prerequisites to unlock, so that's something that could tie-in well with more significant one-time rewards, like AI cores (although handing out Omega cores might be a tad too much)
Love this mod, thank you..
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Have a great day
Likewise! Thanks for the feedback
I just discovered this mod, and it elegantly addresses the issues I had with the triviality of exploration in the base game. At least so far, did not spend very much time with it yet. I especially like how it makes dedicated exploration ships so useful, as they have properly shielded fuel storage. Thank you very much, Sundog!
You're quite welcome! I hope it doesn't disappoint
I read your thread shortly after you posted it and completely agree, of course. In fact, a lot of your suggestions for making exploration more challenging are eerily similar to some of the ideas I considered as alternatives to what ended up being the "drive field anomaly." I was tempted to post in your thread to promote this mod, so thanks for doing it for me
Do you want it to be added to the mod index and/or moved to the mods subforum?
Thanks for offering! I don't think it's *quite* ready for prime time, but I'll PM you once I feel like it is?
Found a planet looking to trade crew for food at 300% profit, and a planet nearby that will trade food for marines at 100% profit... and so my playthrough went from space trucking to pirate nomad warlord in the span of a cycle.
Nice find!
This mod is great, combined with forge production this really lets me stay out of the core sectors for a long time. Hell I like to think this is how the pirates who lurk in the middle of no where actually survive. I feel like there should be an option with this mod to make colonizing more expensive to set up, just to expand the time you spend exploring and using these operations.
The base game actually has quite a few config-file options for adjusting the cost of setting up colonies in starsector-core/data/config/settings.json