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

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Author Topic: Persean League Crisis, and Crises in general, killed my desire to play more  (Read 36597 times)

Coil

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The fact that there are multiple ways to deal with the league is *good* game design. You have plenty of options in your toolbox, but the biggest is just waiting until you're ready and preparing. It's a large task force, but it's not insurmountable. Also the minus accessibility sucks, but it's not a death knell.

I don't get how people can look at the new colony crisis and think "aw this sucks".  Multiple solutions included with boons and detriments. This is exactly the short of stuff you want to see in a game.
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eert5rty7u8i9i7u6yrewqdef

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The fact that there are multiple ways to deal with the league is *good* game design. You have plenty of options in your toolbox, but the biggest is just waiting until you're ready and preparing. It's a large task force, but it's not insurmountable. Also the minus accessibility sucks, but it's not a death knell.

I don't get how people can look at the new colony crisis and think "aw this sucks".  Multiple solutions included with boons and detriments. This is exactly the short of stuff you want to see in a game.
Read the last page. No decent boons for beating the PL. Options for beating them are in general not new player friendly. There's no reason for the PL to have 14 fleets when you can't even fight that many thanks to the mercy rule.

It's pointlessly large and scaling it back to 9 makes it so the player can fight the fleet all at once and gives newer players more breathing room for sniping the resupply fleets.
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Killer of Fate

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The fact that there are multiple ways to deal with the league is *good* game design. You have plenty of options in your toolbox, but the biggest is just waiting until you're ready and preparing. It's a large task force, but it's not insurmountable. Also the minus accessibility sucks, but it's not a death knell.

I don't get how people can look at the new colony crisis and think "aw this sucks".  Multiple solutions included with boons and detriments. This is exactly the short of stuff you want to see in a game.
personally I'm glad that the game found new ways of providing combat encounters without using the kinda boring Bounty system. Bounties used to be the only way to encounter large fleets with the exception of maybe fishing for pirates (but these were always underwhelming due to poor fit optimisation) or hunting down Remnants. The latter of which always made me feel guilty, cause these guys were just minding their own business and killing them just felt awful.
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rhinolt

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seems normal mode is a 'hard mode' for common players

strongly suggest adding a 'easy mode' option before game start,for crisis more easily to deal with

including weaker attackng fleets\long gap between crisis\more late game trigger
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Ragnarok101

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Honestly I think the PL Crisis could work if it either:
1) Remained at current strength, but triggered on a step higher than the current 'have 2 colonies or 1 colony at size 5' deal. Have it be 3 colonies or 1 colony at size 6 - you get an endgame-size force to fight with endgame-scale resources.

2) Reduced the number of fleets involved to something less meme-worthy and weirdly out-of-touch with the Persean League's supposed methods of operating and resources.
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Guilty

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Giving few months or years before the colony crises starts would be in order imo.

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Killer of Fate

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Honestly I think the PL Crisis could work if it either:
1) Remained at current strength, but triggered on a step higher than the current 'have 2 colonies or 1 colony at size 5' deal. Have it be 3 colonies or 1 colony at size 6 - you get an endgame-size force to fight with endgame-scale resources.

2) Reduced the number of fleets involved to something less meme-worthy and weirdly out-of-touch with the Persean League's supposed methods of operating and resources.
it kinda baffles me that Persean League is throwing what basically amounts to their entire army to strong-arm a colony that isn't even big enough to legally join them.
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Phenir

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Have you seen the average player colony? It probably makes more money by itself than the entirety of the league.
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Killer of Fate

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Have you seen the average player colony? It probably makes more money by itself than the entirety of the league.
If I remember correctly they start strong-arming you in relative early game, before your colonies are even large enough to join the Persean League. So, their behaviour is actually nonsensical. Because they are forcing you to join the Persean League, BEFORE THEY EVEN LET YOU JOIN THEM.

I'm assuming they appear so early, because they're a Crisis that solves all the other Crisis if you play it that way. But at the same time, it's the hardest Crisis... So, kinda... Odd.
« Last Edit: June 07, 2024, 12:09:50 PM by Killer of Fate »
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Beep Boop

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If I remember correctly they start strong-arming you in relative early game, before your colonies are even large enough to join the Persean League. So, their behaviour is actually nonsensical. Because they are forcing you to join the Persean League, BEFORE THEY EVEN LET YOU JOIN THEM.
I think the alternate trigger condition is what causes it to pretty much be the first crisis after the pirates. "Being a size 5 colony" is a noteworthy step, but "having 2 size 4 colonies" is basically trivial, since it's basically the same as "having one size 4 colony", as you start with a base colony limit of 2 already, so there's not really an obvious reason why you would have only one colony and not two.

I'm assuming they appear so early, because they're a Crisis that solves all the other Crisis if you play it that way. But at the same time, it's the hardest Crisis... So, kinda... Odd.
Well, it solves the Hegemony crisis, but that's about it. As for being the hardest crisis...well, they're the hardest crisis to attack head on. But on the other hand, they're also the easiest crisis on account of not doing anything if you opt for the "ignore it until it goes away" approach, unlike many of the other crises, which will hurt you in some way.
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Megas

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I think the alternate trigger condition is what causes it to pretty much be the first crisis after the pirates. "Being a size 5 colony" is a noteworthy step, but "having 2 size 4 colonies" is basically trivial, since it's basically the same as "having one size 4 colony", as you start with a base colony limit of 2 already, so there's not really an obvious reason why you would have only one colony and not two.
In previous releases with expeditions, size 5 is when it was too hard to avoid expeditions, and the planet could not be abandoned.  On the other hand, it takes a long time to reach size 5 if I do not maximize growth.  Size 4 could avoid expeditions most of the time, and I could abandon the colony if I change my mind on keeping it (such as if I colonized too many planets and decide which colonies to abandon to remove the mismanagement penalty).

Yes, two colonies with at least one size 4 is too easy to trigger.  For Tri-Tachyon, I generally do not need to worry about them until I reach size 5 when production gets high enough.  Diktat, I do not need (or even want) Fuel Production immediately since Waystation produces all the fuel I need for my fleet.  Church, I just build something other than Farming first if I am not ready to deal with them.  Hegemony, using enough AI cores for a major crisis triggers Pathers too (at least on planets I intend to grow to size 6), and I do not want to deal with Pathers.  League is effectively Pirates #2 when colonies grow since they hate you just for living.
« Last Edit: June 09, 2024, 05:35:42 AM by Megas »
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Demoncard

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[1SP] You would dare threaten a relative of the great Kanta?
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SpaceCowboy

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Crises are still opportunities, for the most part, and most of them can be solved without a combat fleet.
Spoiler

- The Pirates can be bribed to leave your colonies alone. The best way is with a fusion lamp, that way Kanta's Den with have a new and lucrative demand for volatiles.
- The Pathers require a planet killer, which can be found while exploring, at the Sentinel Site, and the fight bypassed with a Hegemony commission.
- The Perseans 20% deal can be renegotiated with 2 out of 3 arguments: A) 5% income kickback to gens Hanna or whatever, B) defeat the blockade, or C) Raid Kazeron for their pristine nanoforge, or as I call it "OPERATION:DOORKICKER". Or you could sat bomb one of their worlds as an ironic "Get off of my property" gesture.
- The Hegemony will only send AI Inspectors if you use them, but the investigation gets halted/ prevented if you join the Persean league. I haven't tested this, but joining the Perseans before using AI seems like a painless solution. Otherwise you will have to defeat 3 fleets and talk to the high hegemon to get them off of your back.
- The Church is bull$#!%, but is only triggered by having an agrarian world. A deal can be made to have them leave you alone, but you miss out on the luddic majority bonus. I personally say send their invasion fleet to Moloch, as fighting off the attack doubles Luddic Majority. Guess which Crisis I ran into first? I deleted that save before I let those hypocrites take over my colony. Kill them all!
- The Sidrian fuel company doesn't like competition, and will either sat bomb your fuel refinery, or take half of your fuel income. "OPERATION: DOORKICKER 2:ELECTRIC BOOGALOO" will have you cut a bloody swath through the Sindrian navy, but raiding their syncnotron core gets them off of your back. defeating their attack boosts fuel income by 25%
- Tri-Tach also doesn't like competition, and will send mercenaries to disrupt your business. "DOORKICKER 3: THE REVENGE", can be performed on any Tri-Tach colony, with the aim to be as disruptive as possible. A meter fills, the attacks cease, and a conversation with a high+ importance Tri-tach contact can get a sweet accessibility deal between parties.
- The Remnant get pissy if you share a system. Don't do that.
[close]
With a few quirks of the game, you can get by with raids and stealth for the most part.
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Hail to the King, Baby

HQ

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Persean crisis is about one of the mildest. - 60% accessibility won't decivilize your colony. Didn't even put me in the red and I am a returnong player after so many years that I'm not much different than a new player..

I could access my blockaded colony just fine and when I caught the Grand Armada or the Supply Fleets alone, I assassinated them and that was already over. I was looking forward to them trying this *** again and fight all 14 fleets this time now that I've became strong, but no. No repeatable crises sucks.

This can't be compared to Luddic Church's which can steal your colony, or TriTech's which put a bunch of colonies at 0 stability and in the red if you don't have the power to fight off fleets of quality, high tech ships or 1,000,000 credits.
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Vaelophisnyx

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Re: Persean League Crisis, and Crises in general, killed my desire to play more
« Reply #149 on: January 22, 2025, 11:32:59 AM »

Hate to sorta necro this thread (but it's still relevant imo), but like
yeah
the crisis system doesn't feel engaging or fun, it feels like the dev directly slapping the player repeatedly for daring to try to use the colony system or all the cool colony item rewards and rare finds you get through the game
At this rate just remove colonies entirely, if they're this hard to balance without making them a massive pain to have to micro manage
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