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

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Author Topic: Ship Veterancy  (Read 7951 times)

Krelian

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Ship Veterancy
« on: May 08, 2012, 07:40:18 AM »

Ship Veterancy

Yeah, we have it in crew. but the heart of the game, IMO are the shps. So this would be a nice way of actually getting attached to a particular ship instead of just being able to replace it by a new one of the same class, if destroyed.

More specifically, ship would get some sort of an "upgrade point" for each confirmed kill, frigates giving one point, destroyers 2, cruisers 3, and battleships 4.

Then those points could be traded (with the addition of a lot of money) for extra ordinance points at a shipyard. Obviously with an upper cap, like +50% of the original amount.

This way, losing a ship you have owned for some time would really hurt now. Plus a legendary ship of many battles and victories would live up to its name.
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Catra

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Re: Ship Veterancy
« Reply #1 on: May 08, 2012, 07:58:17 AM »

apparently, there's going to be differing levels of craftsmanship, so a ship made by Urist mclegendary+5craftdorfINSPACE is going to have a ton of more OP than Urist mcexpertcraftdorfINSPACE, plus you also are getting officers who you are going to assign to ships, which, if the blog is of any indication, are going to perma die with the ship when it gets sunk.

so really, the "heart" of the current game is the ships because there's really nothing else.
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BillyRueben

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Re: Ship Veterancy
« Reply #2 on: May 08, 2012, 09:01:32 AM »

If we are going that route, wouldn't a ship get worse over time, and not better? The crew gains experience, which helps them better manage and maintain critical ship systems, which in turn makes the ship function better. The ship, on the other hand, is flying out and getting its ass kicked and getting repaired in the field, which would lead to your wear and tear "fun".
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Sarkovar

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Re: Ship Veterancy
« Reply #3 on: May 08, 2012, 07:54:48 PM »

@Billy
You could treat field repair as essentially just that. Field repair is a stop gap so that your ship doesn't blow up when an asteroid the size of a walnut hits it, and it's performance would suffer because of it because your not solving the problem, your simply slowing it down. Repairing your ship in an orbital station on the other hand would give you the tools necessary to perform true maintenance on your ships in order to bring them back to 100%. Kinda like comparing a band-aid to stitches. 
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icepick37

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Re: Ship Veterancy
« Reply #4 on: May 08, 2012, 08:01:41 PM »

apparently, there's going to be differing levels of craftsmanship, so a ship made by Urist mclegendary+5craftdorfINSPACE is going to have a ton of more OP than Urist mcexpertcraftdorfINSPACE, plus you also are getting officers who you are going to assign to ships, which, if the blog is of any indication, are going to perma die with the ship when it gets sunk.

so really, the "heart" of the current game is the ships because there's really nothing else.

I thought that was just variants, though. Not the hull.
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BillyRueben

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Re: Ship Veterancy
« Reply #5 on: May 08, 2012, 08:04:20 PM »

@Billy
You could treat field repair as essentially just that. Field repair is a stop gap so that your ship doesn't blow up when an asteroid the size of a walnut hits it, and it's performance would suffer because of it because your not solving the problem, your simply slowing it down. Repairing your ship in an orbital station on the other hand would give you the tools necessary to perform true maintenance on your ships in order to bring them back to 100%. Kinda like comparing a band-aid to stitches. 

My point was that a ship doesn't magically get better over time, it gets worse, unless you actively spend the time and money required to upgrade it.

As far as making a difference between field repairs and station repairs, I'm on the fence. Having to stop at a station constantly to keep your ships at 100% would be annoying as f**k, but it would be more "realistic".
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armoredcookie

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Re: Ship Veterancy
« Reply #6 on: May 08, 2012, 08:55:41 PM »

Eh screw realism... Who needs it. I like the current system as it is, but I like the idea of making a ship distinct from other ships on the market (besides changing the name and loadout). Maybe a kill counter? or statistics? Maybe an extra OP point here and there...
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Hardlyjoking67

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Re: Ship Veterancy
« Reply #7 on: May 08, 2012, 10:26:55 PM »

I think the mechanic that you are trying to add to the game is reputation. From what I've read, i kind of feel like you are saying that a ship's effectiveness should increase with its use. I'm not sure if I agree with that, but if you are a commander that wins often against higher odds, I would think that your reputation as an effective captain and by extension, your ships themselves become regarded as better. Think of the Red Baron, a legendary air pilot in WWI. His reputation would obviously precede him and his airplane was easily recognizable. It's doubtful that any single plane would be better than another, but his reputation as a superior air fighter added prestige to his ship as well. So kind of working off of that same principle, I think that a good commander with ships that are a part of his fleet should be rewarded not in increased performance of his ships, but rather in how other ships react to his ships. If you think about it, if you're crushing the 50th pirate fleet in a row, that pilot is going to be thinking oh sh** its commander whatshisface and his legendary fleet! Oh noes we are doomed! So in practice, I think that your idea could be applied by using variables that cause ai shift, so if you have the 'superior commander' accolade, then the AI is more likely to retreat sooner, or it increases your chances of having enemy ships surrender after battle. A bit long-winded, but I think it would be a nice mechanic to see in the game. Of course, i think that this is more of an 'icing on the cake feature' than a necessary mechanic to game play.
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WKOB

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Re: Ship Veterancy
« Reply #8 on: May 09, 2012, 12:30:32 AM »

I'm with the crew and the officers, and possibly yourself, getting experience. A ship is vehicle, not a character.
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cp252

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Re: Ship Veterancy
« Reply #9 on: May 09, 2012, 02:54:32 AM »

In WH40k, suits of powered armour get more awesome the more ancient they are, because of the modifications and improvements made by techpriests repairing them. It's not realistic, but then Starfarer's background is closer to WH40k than the modern day. Lost technology ftw.
My onslaught is older and more legendary than your onslaught, it kicks your onslaught's ass.
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WKOB

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Re: Ship Veterancy
« Reply #10 on: May 09, 2012, 04:40:24 AM »

Not quite, in Warhammer 40K new technology is worse, and old technology is slowly breaking down.

The reason old technology is better in Warhammer is because the craftsmanship and knowledge during the Emperor's reign was of much higher quality and now the knowledge is gone, making even the most expensive war machine simply replications.

I believe that, in Starfarer, technology is still improving rather than regressing.

There's also less magic sparking about in the Hegemony as opposed to the miraculous Imperium, no matter what the Priests would have you believe. ;)
« Last Edit: May 09, 2012, 04:41:55 AM by Austupaio »
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Sarkovar

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Re: Ship Veterancy
« Reply #11 on: May 09, 2012, 08:32:34 AM »

I'm glad I wasn't the only one who got that WH40k vibe from this game. That vibe is a GOOD vibe as far as I'm concerned.

@Aust
WALL OF TEXT INCOMING
If you go and read the lore corner thread Ivaylo has stated that humanity isn't actually "researching" or improving their technology, they're rediscovering it. They don't have the technical know-how to improve their technology past what the auto-factories can manufacture for them. That's why any new technology that is rediscovered is such a big deal. If the auto factory (assuming there is only one) that produced Onslaughts was shut down due to decay or sabotage there would cease to be any new Onslaughts being built because humanity has lost the knowledge on how to build a new factory and even if they did find the blueprints for a new facility they would still most likely have to find a new set of blueprints for an Onslaught.

TL;DR We're a bunch of stupid monkeys trying to keep the night light on for as long as we can before the sector is eventually plunged into darkness.
« Last Edit: May 09, 2012, 08:34:27 AM by Sarkovar »
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armoredcookie

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Re: Ship Veterancy
« Reply #12 on: May 09, 2012, 04:07:19 PM »

Yeah, the average citizen is so specialized that at this point nearly everyone doesn't know how things work. They can make modifications with what's available to them like the Buffalo to Buffalo Mk.II. But I would think that some crew would stumble upon some way to do something better on the ship, like optimize a bit of code here and there, change some gears, reroute some fuel, or strap a few additional engines to the side(permanently so it's a bit different from the already existing hullmods) instead of some sort of picked upgrade.
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icepick37

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Re: Ship Veterancy
« Reply #13 on: May 09, 2012, 04:12:59 PM »

Yeah but how do they get to the code? Or understand the nano-tech? It's some crazy crap they are dealing with. Like heads and shoulders more complicated than what you see every day.
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K-64

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Re: Ship Veterancy
« Reply #14 on: May 09, 2012, 04:29:45 PM »

<exposition>

I was under the impression that the Tritachs were at least trying to create new ships, or at least innovate on what's there. They seem to give off that kind of vibe to me
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