Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Author Topic: Quest Planets being immune to satbombing  (Read 850 times)

BigBrainEnergy

  • Admiral
  • *****
  • Posts: 773
    • View Profile
Quest Planets being immune to satbombing
« on: March 24, 2024, 03:24:02 PM »

I had an idea for how to allow the player to satbomb quest important planets without any problems. One idea that sounded okay is to borrow from Morrowind and warn the player that "the threads of fate will be cut." The problem with this is the special treatment for quest related planets feels a little out of place... granted, it's not as out of place as the current immortality those colonies get, but still.

After looking at the luddic shrines scattered around the sector, I've been thinking that a better solution would be to give EVERY core world at least one quest chain it's a part of. Then instead of making all of them immune to being wiped out, you can just give the player a generic warning that reducing a planet to rubble will break ANY and ALL questlines associated with the planet that you haven't finished. You can now slap this warning on every planet because it's always true. Now if the player goes to satbomb somewhere like say, chicomoztoc, they can actually face consequences for their actions while being aware of what they're getting themselves into. For planets that are part of the main questline it's probably a good idea to retain immunity to de-civilizing from low stability, although maybe a toggle in the setting file for this would be good.

Now that I mention it, I think it's at least worth adding a toggle in the settings for the immunity, even if the rest of my idea isn't added. Casual players can have their guard rails in place and experienced players can go into the settings and take them off.
Logged
TL;DR deez nuts

prav

  • Admiral
  • *****
  • Posts: 519
    • View Profile
Re: Quest Planets being immune to satbombing
« Reply #1 on: March 24, 2024, 03:46:18 PM »

A discordant note, so faint it was surely unheard, made me feel that this would be an act I would come to regret.
Logged

Siffrin

  • Captain
  • ****
  • Posts: 396
  • Thermal Signature Detected
    • View Profile
Re: Quest Planets being immune to satbombing
« Reply #2 on: March 24, 2024, 04:30:41 PM »

A discordant note, so faint it was surely unheard, made me feel that this would be an act I would come to regret.
when the ziggurat orchestra tries to convince you that genocide bad
Logged
Gods most reckless Odyssey captain.

eert5rty7u8i9i7u6yrewqdef

  • Admiral
  • *****
  • Posts: 580
    • View Profile
Re: Quest Planets being immune to satbombing
« Reply #3 on: March 24, 2024, 05:48:28 PM »

Given I and other have already suggested this, and Alex seems resistant to this idea, I came up with another.

Sat bombing a world once should permanently remove its military structures. Besides Pirates and the LP, none of the factions can attack the player if they lack military markets. As such the quick and dirty solution to not having to repeat the crisis system every run should be to sat bomb all military worlds just once.

No broken questlines, no cheating AI that can attack you but you can't attack back, and a total victory route for players that want it but also want income.
Logged

SonnaBanana

  • Admiral
  • *****
  • Posts: 876
    • View Profile
Re: Quest Planets being immune to satbombing
« Reply #4 on: March 24, 2024, 06:34:30 PM »

Given I and other have already suggested this, and Alex seems resistant to this idea, I came up with another.

Sat bombing a world once should permanently remove its military structures. Besides Pirates and the LP, none of the factions can attack the player if they lack military markets. As such the quick and dirty solution to not having to repeat the crisis system every run should be to sat bomb all military worlds just once.

No broken questlines, no cheating AI that can attack you but you can't attack back, and a total victory route for players that want it but also want income.

Great Idea!
Logged
I'm not going to check but you should feel bad :( - Alex

LucasAnderson

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: Quest Planets being immune to satbombing
« Reply #5 on: April 08, 2024, 05:25:10 AM »

Any update?
Logged

landryraccoon

  • Ensign
  • *
  • Posts: 47
    • View Profile
Re: Quest Planets being immune to satbombing
« Reply #6 on: April 08, 2024, 12:32:10 PM »

Hot take, vanilla shouldn't even have satbombing as an option. What purpose does it serve?

Make it a mod only option. It makes perfect sense in Nexerelin. Vanilla Starsector isn't a 4x game. You're like, some trader / pirate / bounty hunter dude with a small fleet, why are you nuking the sector like Genghis Khan?
Logged

eert5rty7u8i9i7u6yrewqdef

  • Admiral
  • *****
  • Posts: 580
    • View Profile
Re: Quest Planets being immune to satbombing
« Reply #7 on: April 08, 2024, 02:27:59 PM »

Hot take, vanilla shouldn't even have satbombing as an option. What purpose does it serve?

Make it a mod only option. It makes perfect sense in Nexerelin. Vanilla Starsector isn't a 4x game. You're like, some trader / pirate / bounty hunter dude with a small fleet, why are you nuking the sector like Genghis Khan?
One sat bombing stops the Leagues Hostile Activity. Sat bombing a faction's military markets to de-civilization stops that factions HA completely. The AI can do it, and a general trend of what the AI can do the player can, and vice versa.
Logged