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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: Colony Crises  (Read 20865 times)

Alex

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Re: Colony Crises
« Reply #15 on: November 24, 2023, 04:41:38 PM »

This is a really nice way to turn the system on its head so more people are encouraged to interact with it, very well done.
One thing isn't entirely clear to me though, do all crises happen once and never repeat again? After you have seen them all your colonies just don't get hostiles anymore? If yes, is [REDACTED] crisis repeatable as long as the [REDACTED] station stays functional?

Generally the crises will repeat until you 1) defeat them, or 2) there's a narrative resolution (usually some kind of deal). And you should not get the same crisis twice in a row if there are any other possibilities.

Some things are more involved - i.e. the Hegemony inspections will escalate when defeated instead of going away (up to a point), and you can still make a deal with Kanta after defeating a pirate raid - but that's the baseline shape of it.
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Nettle

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Re: Colony Crises
« Reply #16 on: November 24, 2023, 04:53:57 PM »

I should have communicated it better. What I'm essentialy trying to find out is whether this system countinously generates threats for you to deal with, or you are basically "done" with it after all the crises are resolved in one way or another.
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Alex

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Re: Colony Crises
« Reply #17 on: November 24, 2023, 05:26:17 PM »

I should have communicated it better. What I'm essentialy trying to find out is whether this system countinously generates threats for you to deal with, or you are basically "done" with it after all the crises are resolved in one way or another.

Ah - yes, once you've dealt with all the crises, there are... no more crises to deal with :)

Unless do do something that triggers another potential crisis! I.E. colonizing a remnant system, installing some AI cores that make the Hegemony mad (if you haven't before) etc.
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edsw144

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Re: Colony Crises
« Reply #18 on: November 24, 2023, 05:56:10 PM »

Personally, pirate and Pather crises being infinite makes sense to me. Not all pirates are under Kanta, although most are scared of her, and I'm sure some idiot thinks they're hot stuff and can raid the player's fortress system.

Pathers likely understand just how dangerous technology can be, so if you are using a lot of it, it sort of makes sense they'll continue to try to destroy it. They are a terrorist organization, so there is pretty much no reason for them not try to take out Moloch, unless something else was given to them. Even then, the Path is pretty loose, so some Pathers will still likely try to wipeout technology, or potentially raid it to steal said tech.

For how the deals would work, I could see them reducing event progress by a large, but not insurmountable, amount. If you have an ungodly amount of AI cores or haven't bothered protecting your system, a deal likely won't completely save you from the Path or pirates.

Normal factions only having one crisis makes more sense, due to diplomacy, PR, etc.
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FooF

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Re: Colony Crises
« Reply #19 on: November 24, 2023, 06:14:16 PM »

Very cool! I'm liking where this is going narratively, in addition to the ways the player has to navigate them.

Let's say I'm a stubborn warlord that chooses violence every time: are these punitive fleets roughly the same challenge as current, more challenging, or of a different quality so they're hard to compare? There's the part of me that wants to crash into them head on... :queue Doom music:

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Alex

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Re: Colony Crises
« Reply #20 on: November 24, 2023, 06:31:11 PM »

Personally, pirate and Pather crises being infinite makes sense to me. Not all pirates are under Kanta, although most are scared of her, and I'm sure some idiot thinks they're hot stuff and can raid the player's fortress system.

Pathers likely understand just how dangerous technology can be, so if you are using a lot of it, it sort of makes sense they'll continue to try to destroy it. They are a terrorist organization, so there is pretty much no reason for them not try to take out Moloch, unless something else was given to them. Even then, the Path is pretty loose, so some Pathers will still likely try to wipeout technology, or potentially raid it to steal said tech.

I get what you're saying, yeah. Gameplay-wise though I think it's better if it stops. And, some smaller pirate fleets will still spawn; it's just an end to large raids - they tried it, it went disastrously, and anyone trying to organize another one isn't going to find any takes. Likewise with the Path - their cells still function, but the don't have the resources to mount another huge attack, especially not with the risk involved.

Very cool! I'm liking where this is going narratively, in addition to the ways the player has to navigate them.

Let's say I'm a stubborn warlord that chooses violence every time: are these punitive fleets roughly the same challenge as current, more challenging, or of a different quality so they're hard to compare? There's the part of me that wants to crash into them head on... :queue Doom music:

Somewhat similar, probably, but generally leaning towards quality instead of quantity? The specific balance is currently pretty fluid, though, pending more playtesting.
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Wyvern

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Re: Colony Crises
« Reply #21 on: November 24, 2023, 06:33:27 PM »

one for having a [REDACTED] base in your system. No longer will that be just a free source of defenders to thin out incoming raiders!
...People actually do that? More like a free source of shipping shortages, imo. Not worth it...

...But with this new mechanic I might have to give it a try, see what the potential benefit is.

no the Diktat crisis is not about the lobsters though I was severely tempted
Ah, okay. So we've got a separate lobster crisis to look forward to if we've built aquaculture somewhere, got it. ;-)

Overall, yeah, looks like this should feel a lot better. Thumbs up.
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StuffyEvil

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Re: Colony Crises
« Reply #22 on: November 24, 2023, 06:46:07 PM »

one for having a [REDACTED] base in your system. No longer will that be just a free source of defenders to thin out incoming raiders!
...People actually do that? More like a free source of shipping shortages, imo. Not worth it...

...But with this new mechanic I might have to give it a try, see what the potential benefit is.

no the Diktat crisis is not about the lobsters though I was severely tempted
Ah, okay. So we've got a separate lobster crisis to look forward to if we've built aquaculture somewhere, got it. ;-)

Overall, yeah, looks like this should feel a lot better. Thumbs up.

Surprised about this too, especially if it's in a
Spoiler
Red / High Danger
[close]
system, those
Spoiler
fleets are nasty even for an endgame fleet, and there's multiple of them, though I guess that since everything is simulated when you're away, technically some mercantile fleets are able to get through when in reality they should not.
[close]

Also, I too would like to see more lobster mechanics.
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Histidine

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Re: Colony Crises
« Reply #23 on: November 24, 2023, 07:00:52 PM »

Bye bye stinky placeholder PunEx system

Non-repeating crises has an interesting implication in that there's an implied 'you won the game' state. It contrasts with the current version where the threats and the player's response repeat indefinitely and the player just decides when they've done everything they want to do in the current save.

Bunch of things I noticed in the Luddic Church screenshot:
  • Without the intervening stages there is so much wasted space above the bar. Make the final event icon be to the right of the bar instead of above it, or perhaps hide it entirely.
    (And/or maybe more crises should actually have interesting things before the bar maxes out?
  • Also there's an obvious GUI bug in the intel list in the left :-X
  • Officially supported base game functionality for taking over colonies!?!?!?

Lore thought
Wow Luddic Church asserts authority by force over all communities of the faithful that aren't protected by the guns of a different faction? Well that just tanked their place on the morality rankings, and they were doing so well too after the 0.96 quests. Hegemony retains its title as 'worst faction except for all the others'.
[close]

The part about a colony in a [REDACTED] system reminded me of a modding request I forgot to post earlier: Make raid action stages' autoresolve take into account factions that are friendly/hostile to one faction or the other (rather than just the specific attacker and defender factions at present).
I think this is currently relevant where, say, player has a Hegemony commission and a colony in a Heg system, League is hostile to Hegemony and sends a punitive expedition to player colony, Hegemony patrols do nothing to help for the purpose of autoresolve (even though they would in actual campaign/combat layer), player goes >:(
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Alex

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Re: Colony Crises
« Reply #24 on: November 24, 2023, 08:05:09 PM »

  • Without the intervening stages there is so much wasted space above the bar. Make the final event icon be to the right of the bar instead of above it, or perhaps hide it entirely.
    (And/or maybe more crises should actually have interesting things before the bar maxes out?
I see what you mean, yeah. I'm not sure that sticking more things there would really work, given how it's all set up, though.

I'll keep it in mind as far as the spacing! I did think about that some but it's just how the "with a progress bar" events are laid out, so I'm not super keen on reformatting just this specific one, if that makes sense.

  • Also there's an obvious GUI bug in the intel list in the left :-X

Ah yeah - only an issue due to the debug way that this crisis was triggered, fortunately.

  • Officially supported base game functionality for taking over colonies!?!?!?

A hand-crafted one-off :)


The part about a colony in a [REDACTED] system reminded me of a modding request I forgot to post earlier: Make raid action stages' autoresolve take into account factions that are friendly/hostile to one faction or the other (rather than just the specific attacker and defender factions at present).
I think this is currently relevant where, say, player has a Hegemony commission and a colony in a Heg system, League is hostile to Hegemony and sends a punitive expedition to player colony, Hegemony patrols do nothing to help for the purpose of autoresolve (even though they would in actual campaign/combat layer), player goes >:(

Hmm, yeah. Honestly, it's probably too much of a pain - and you do get told what the likely outcome of autoresolve is going to be, so it shouldn't be too surprising. (Edit: I mean, there's always going to be some tricks the player can pull if they're actually there that autoresolve can't account for. Might still worth looking at at some point, though.)

This is using a new framework for expeditions by the way, not the original raid stuff. The new stuff is... simpler. And also knows about fleets traveling in a group, and is somewhat smarter about traversing hyperspace terrain.[/list]
« Last Edit: November 24, 2023, 09:07:20 PM by Alex »
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Siffrin

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Re: Colony Crises
« Reply #25 on: November 24, 2023, 10:13:51 PM »

one for having a [REDACTED] base in your system. No longer will that be just a free source of defenders to thin out incoming raiders!
...People actually do that? More like a free source of shipping shortages, imo. Not worth it...
If you spend your time outside of the system then I don't think the game will simulate Ordos blowing up trade fleets but then I don't think it will also simulate Ordos blowing up raiding fleets. Kind of pointless when you think about it or am I missing something?
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Lukas04

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Re: Colony Crises
« Reply #26 on: November 24, 2023, 11:41:18 PM »

I like the sounds of most of the changes, havent engaged with the old system to much in my playthroughs but sounds a lot more varied already.
I do have some questions for modding though.

1. Can modders add their own factions to the system, with their own incentives and triggers?
2. Are there some safety-catches, that in case, like 30 of a players mods add a faction to the system, the player never has to consider handling more than like 3 of those at a time?
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PizzaInSpace

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Re: Colony Crises
« Reply #27 on: November 24, 2023, 11:48:28 PM »

Quick question on this quote:
"Kanta’s Protection increases the permanent accessibility bonus your colonies get"

Does this mean that if I were to say have a colony that has a low accessability due to being far away or being at war with multiple factions kanta's bonus still apply?
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Shinr

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Re: Colony Crises
« Reply #28 on: November 24, 2023, 11:49:13 PM »

Can different crises be tracked and/or happen simultaneously? And if so, can they effect each other, like -/+ points for "The Hegs are real mad at this guy, better avoid being dragged into the crossifre"?

EDIT: nvm, the blog answers the first part.

Also...

I get what you're saying, yeah. Gameplay-wise though I think it's better if it stops. And, some smaller pirate fleets will still spawn; it's just an end to large raids - they tried it, it went disastrously, and anyone trying to organize another one isn't going to find any takes. Likewise with the Path - their cells still function, but the don't have the resources to mount another huge attack, especially not with the risk involved.

How about after a "defeat" resolution of a crisis, you get a "crisis" with a very long meter that would normally take many in-game years to fill up, representing a faction licking their wounds, with thresholds points decreasing the bonuses you got from defeating them, and once it fills up it will get replaced with the normal crisis, slightly or majorly altered or even a new one to account for revanchism?

« Last Edit: November 25, 2023, 04:21:23 AM by Shinr »
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PizzaInSpace

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Re: Colony Crises
« Reply #29 on: November 24, 2023, 11:52:21 PM »

another question:

Do the several faction crisis eventually get affected by distance from the core worlds?

It would be a unique perspective that if the different crisis events have to spend extra resources to undermine your colonies sounds like a good idea. Able to have us experienced players balance the accessibility with the hostile activity to get a form of "Safe space" until further updates come
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