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

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Author Topic: Colony Crises  (Read 39710 times)

shiranpp

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Re: Colony Crises
« Reply #150 on: December 02, 2023, 10:25:12 PM »

nice
sounds like the time to start a new game again.
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JenkoRun

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Re: Colony Crises
« Reply #151 on: December 03, 2023, 09:57:03 AM »

Oh here's a question, if you avoid going to visit the High Hegemon for the Galatia quest until after you've defeated all the AI inspection fleets, will there be unique dialogue with Baikal?
« Last Edit: December 03, 2023, 10:00:33 AM by JenkoRun »
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Brainwright

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Re: Colony Crises
« Reply #152 on: December 04, 2023, 10:47:57 PM »

If the luddic church were to succeed in taking your planet could you be able to take it back without suffering the perpetual decivilized debuff or something? Because currently the only way to take owned planets is to nuke them into a wasteland or complete societal collapse far as i know.

You couldn't - it's not an invasion proper; the in-world justification for this is different, more of a "taking over the planet by demonstrating that you're helpless in defending it and can't be relied on". So, invasions are still not a thing.

Yeah, what this actually means is something players are naturally going to be anxious about.  It might be best if it amounted to a few points of colony growth subtracted as colonists leave to reorganize under Knight leadership.  You can also add a condition that reduces stability and colony growth, call it, "competing polity," until you establish a military presence capable of bringing things back under your control.  Something like "patrol base removes 5 points of Competing Polity per month,"  until you can finally remove the colony condition.

Though, frankly, it might be better to reimagine the colony screen in terms of a shareholder rather than a sovereign government.  You can make the systems a bit more regular when you describe them in market or diplomatic terms rather than a government enforcing its will.
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Comrade_Bobinski

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Re: Colony Crises
« Reply #153 on: December 05, 2023, 04:41:33 AM »

Regarding Luddic Church invasions... Does this mean the player can abuse the system and help the church expand in the sector by deliberatly letting his colonies succumb to luddic pressure ?
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Alex

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Re: Colony Crises
« Reply #154 on: December 05, 2023, 08:33:32 AM »

Oh here's a question, if you avoid going to visit the High Hegemon for the Galatia quest until after you've defeated all the AI inspection fleets, will there be unique dialogue with Baikal?

Hmm, I don't believe so, but there might be at some point. Too many things like this to fill in *all* of them but David keeps an eye on it and fills a few in now and again!

Regarding Luddic Church invasions... Does this mean the player can abuse the system and help the church expand in the sector by deliberatly letting his colonies succumb to luddic pressure ?

Yep. (Edit: to clarify a bit, I considered this and it didn't really seem worth preventing. If the player wants to do that to create something unusual, sure, why not!)
« Last Edit: December 05, 2023, 08:36:42 AM by Alex »
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Megas

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Re: Colony Crises
« Reply #155 on: December 05, 2023, 10:47:34 AM »

Yeah, what this actually means is something players are naturally going to be anxious about.  It might be best if it amounted to a few points of colony growth subtracted as colonists leave to reorganize under Knight leadership.  You can also add a condition that reduces stability and colony growth, call it, "competing polity," until you establish a military presence capable of bringing things back under your control.  Something like "patrol base removes 5 points of Competing Polity per month,"  until you can finally remove the colony condition.

Though, frankly, it might be better to reimagine the colony screen in terms of a shareholder rather than a sovereign government.  You can make the systems a bit more regular when you describe them in market or diplomatic terms rather than a government enforcing its will.
Also, Decivilized Subpopulation.  Colonize a Decivilized planet, and colony needs to deal with Mad Max savages running around causing trouble (with +25% hazard and -2 stability).  Would be nice to have a way to deal with them, even if it requires long-term commitment.

(For colonizing, I consider Decivilized so bad that it is an automatic dealbreaker and would not colonize short of a total sector colonization game.)
« Last Edit: December 05, 2023, 10:49:19 AM by Megas »
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Brainwright

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Re: Colony Crises
« Reply #156 on: December 05, 2023, 12:48:33 PM »

Also, Decivilized Subpopulation.  Colonize a Decivilized planet, and colony needs to deal with Mad Max savages running around causing trouble (with +25% hazard and -2 stability).  Would be nice to have a way to deal with them, even if it requires long-term commitment.

(For colonizing, I consider Decivilized so bad that it is an automatic dealbreaker and would not colonize short of a total sector colonization game.)

I didn't mention that because it is quite a change, but you could rework it so that severe stability penalties inflict the decivilized condition and military investment removes it.

Ground defenses, if we're being totally honest, I'm not sure that they have too much of a role right now. They're neat conceptually but would much be lost if planets just had certain baseline ground defenses built-in with no industry to represent that? I don't think so. I could see reworking that at some point. I guess the only thing they really do is make certain core worlds that don't have them more vulnerable to raiding.

One thought on this is the current function of ground batteries should probably be distributed between several different structures to get the full bonus, with a focus on opening colony defenses to a wider range of threats.  Such as removing the marine dependency from ground defenses, but not getting the current defense bonus unless there is a patrol base to provide long-distance reconnaissance.

I think it'd be nice to get a mix-and-match defense network, ending up with something like a good resistance to bombardment, but less defense against raids and the like.
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Nettle

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Re: Colony Crises
« Reply #157 on: December 05, 2023, 07:06:07 PM »

(For colonizing, I consider Decivilized so bad that it is an automatic dealbreaker and would not colonize short of a total sector colonization game.)

Stability isn't difficult to come by and it gives you pop growth equal to market size, same effect as megaport, and since any colony within the reasonable hazard range is bound to be profitable at size 6, and you want to get there as soon as possible, I would actually prioritize colonising them over similar planets but without the modifier.
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I can't wait to get curb-stomped.

(Honestly, I'm really looking forward to this.)

Doctorhealsgood

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Re: Colony Crises
« Reply #158 on: December 05, 2023, 07:19:29 PM »

Checking the conditions to advert the luddic church taking over the crisis it seems not really that hard to avoid to be honest. The fail state is scary but the buff looks very very tasty too.
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Gris

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Re: Colony Crises
« Reply #159 on: December 06, 2023, 04:03:45 AM »

Do we still need to wait 1 and a half year for this update just like 0.96a or it could be more like two years since its .1 update? Will these include the abyss update or just New travel options and Revamped colony system management? Im curious why starsector takes very long to update since im still a beginner in the Starsector community? Is Alex the only real developer in this game? Are there volunteers aside from commissioned ones who dont get paid to speed up the process of the development on this game? Thank you :'(
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Nettle

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Re: Colony Crises
« Reply #160 on: December 06, 2023, 04:49:37 AM »

Updates are on the "when it's done" schedule. The upcoming update will include everything mentiond in both related development blogs so far. It might be possible that updates take longer because of the dev team size in relation to the scope of this project, but if you look at other sandbox games of similar scope they don't update that more frequently. I think there is a grand total of 3 people including Alex actively working on the game right now, so the dev team, indeed, isn't large. There are no community volunteers directly working with the dev team as far as I know.
« Last Edit: December 06, 2023, 05:18:41 AM by Nettle »
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I can't wait to get curb-stomped.

(Honestly, I'm really looking forward to this.)

Gris

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Re: Colony Crises
« Reply #161 on: December 06, 2023, 05:07:33 AM »

Thank you for the reply Nettle! Since i support the Fractal Softwork Devs of Starsector(Regards to Alex) by buying the cd key.I feel the passion within it by playing the game.It felt like a genuine AAA game. Thats why i create my forum account. One Question though since this might be a spoiler does giving the [redacted] to luddic path have consequences in the Galatia storyline? Should i throw it away in the blackhole? How do i manage the hostile activity in 0.96 in order to prevent the negative consequences? Are there awards for giving the [redacted]? :-\
« Last Edit: December 06, 2023, 05:18:29 AM by Gris »
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Nettle

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Re: Colony Crises
« Reply #162 on: December 06, 2023, 05:12:58 AM »

Just to be clear I'm not a part of development team in any way, shape or form, just passing along the common knowledge here, I wouldn't know anything that wasn't already mentioned. No idea if giving the [REDACTED] away to Luddic Path will have any consequences in the future, but right now it doesn't. Currently you manage hostile activity by keeping your biggest colony stable, constructing patrol HQ and potentially upgrading it if you have a spare industry slot, you can also make deals with both pathers and pirates to eliminate points accumulation all together. Glad you enjoyed the game though, I also find it to be rather briliant in it's own niche.
« Last Edit: December 06, 2023, 05:17:31 AM by Nettle »
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I can't wait to get curb-stomped.

(Honestly, I'm really looking forward to this.)

Gris

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Re: Colony Crises
« Reply #163 on: December 06, 2023, 05:39:20 AM »

Just to be clear I'm not a part of development team in any way, shape or form, just passing along the common knowledge here, I wouldn't know anything that wasn't already mentioned. No idea if giving the [REDACTED] away to Luddic Path will have any consequences in the future, but right now it doesn't. Currently you manage hostile activity by keeping your biggest colony stable, constructing patrol HQ and potentially upgrading it if you have a spare industry slot, you can also make deals with both pathers and pirates to eliminate points accumulation all together. Glad you enjoyed the game though, I also find it to be rather briliant in it's own niche.

Okay thank you for the reply! Its a shame this game is underrated and deserve its recognition. it shouid be preserved in the Museum and its a piece of art :'(
« Last Edit: December 06, 2023, 10:29:59 AM by Gris »
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Worldtraveller

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Re: Colony Crises
« Reply #164 on: December 06, 2023, 07:17:17 AM »

Skimming the last few posts of this thread again, regarding the seeming uselessness of ground batteries.

What if they had a minor impact on orbital defense? I would love to see some kind of large artillery that occasionally fired across the battlefield, but I think a simpler idea would be to have it fire the equivalent of 3-4 Large Pilum swarms at a fairly low interval, maybe 1/2 or 1/3 the normal rate of fire to represent boosting up from the planet. It wouldn't be a huge contributor, but it would be something.
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