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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

Author Topic: "Techno-Archology" progress analog to Hyperspace Topography  (Read 867 times)

Gothars

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"Techno-Archology" progress analog to Hyperspace Topography
« on: January 07, 2025, 01:44:34 PM »

So, I really like the dynamic that progressing your Hyperspace Topography knowledge brings to exploration. It's clear progress that you can actively advance through a multitude of exploration activities and it provides great rewards for exploring further.

It's just a shame that such a mechanic only exists for the hyperspace aspect of exploration.

I propose an equivalent system for the non-hyperspace related aspects of exploration, let's call it Techno-Archology for now. It would advance through things like surveying planets, discovering and scanning Domain artefacts, building tech-mining installations and interacting with the Historian.
Progressing Techno-Archology might unlock things like reduced survey costs, map information about valuable items left in systems, the ability to create new stable locations, improved performance of Domain artifacts, alternative interactions with Exploratorium drones, better prices on Survey Data...



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SCC

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Re: "Techno-Archology" progress analog to Hyperspace Topography
« Reply #1 on: January 07, 2025, 02:00:26 PM »

It would be nice if maxing out this bar meant you find a ship graveyard, a hidden planetside vault somewhere, whatever, while accidentally also leaking out this information (potentially, maybe), forcing you to fight a random merc to get that stuff and making it less of a go to the other end of the galaxy just for loot mission. Bonus points if that merc stole your info and you have to fight him to recover it, making it more of a midpoint and not just an optional obstacle. Then again, maybe optional threats that you can avoid with clever movement would actually be good...

Killer of Fate

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Re: "Techno-Archology" progress analog to Hyperspace Topography
« Reply #2 on: January 07, 2025, 03:58:50 PM »

that's not really... The case...

The hyperspace progress bar does relate heavily to non-hyperspace stuff. You have to scan Pulsar beams. Magnetic fields. And binary and trinary systems.

Also scavenging stuff may randomly yield points for hyperspace progress.
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Dadada

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Re: "Techno-Archology" progress analog to Hyperspace Topography
« Reply #3 on: January 08, 2025, 05:13:04 AM »

+1 To all the suggestions in this thread. :3
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Gothars

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Re: "Techno-Archology" progress analog to Hyperspace Topography
« Reply #4 on: January 08, 2025, 07:41:28 AM »

The hyperspace progress bar does relate heavily to non-hyperspace stuff. You have to scan Pulsar beams. Magnetic fields. And binary and trinary systems.

Not lore-wise, it does not - by definition hyperspace topography can only be progressed by collecting data about hyperspace. That it doesn't always happen in hyperspace is besides the point. Anyway, there are still many "things to discover" that do not and logically cannot progress hyperspace topography. That's were another progress bar could come in.
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Princess of Evil

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Re: "Techno-Archology" progress analog to Hyperspace Topography
« Reply #5 on: January 08, 2025, 07:51:30 AM »

Hyperspace progress bar generally relates to celestial objects, the fancier the better. There is a bit of a gain for speeding, but it's more of a "you got an item in tf2" kind of nice, due to having either very specific causes or just a really long cooldown, i just don't ever expect it and it feels more random than caused by anything.
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Darloth

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Re: "Techno-Archology" progress analog to Hyperspace Topography
« Reply #6 on: January 08, 2025, 08:55:46 AM »

All of the objects you scan for progress show up in hyperspace!

Except magnetic fields - how do they work? :)

I love this idea, in general.
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Princess of Evil

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Re: "Techno-Archology" progress analog to Hyperspace Topography
« Reply #7 on: January 08, 2025, 09:01:42 AM »

Except magnetic fields...
And, annoyingly, the pulsar beams.
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Killer of Fate

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Re: "Techno-Archology" progress analog to Hyperspace Topography
« Reply #8 on: January 08, 2025, 11:36:10 AM »

Except magnetic fields - how do they work? :)
Is this a reference?
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Wyvern

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Re: "Techno-Archology" progress analog to Hyperspace Topography
« Reply #9 on: January 08, 2025, 12:56:13 PM »

Yes, this is an excellent idea.

I do particularly like the suggestion of making it allow for more stable point creation, though; between wormholes and the gate hauler, even three stable points starts to feel a bit cramped.
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Bungee_man

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Re: "Techno-Archology" progress analog to Hyperspace Topography
« Reply #10 on: January 08, 2025, 05:33:01 PM »

When I saw the title, I was a bit skeptical, since I thought it would mean gating content behind colonizing a planet with ruins, which might not happen in a given run. Reading the post, though, I really like it - you get some from ruins exploration, finding artifacts, surveying planets that were settled, and so on, so it'll fill either way, but tech mining still has value in filling it faster. Accomplishes a number of good things.

Full support.
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Gothars

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Re: "Techno-Archology" progress analog to Hyperspace Topography
« Reply #11 on: January 09, 2025, 06:27:42 AM »

Yes, this is an excellent idea.

I do particularly like the suggestion of making it allow for more stable point creation, though; between wormholes and the gate hauler, even three stable points starts to feel a bit cramped.

Ha, there's nothing new under the suns ;D

I was thinking of tying all stable point creation to the TA progress bar, for two reasons: by the time you might want to create one you should have sufficiently progressed TA anyway. And the progress bar is a good way to teach the features existence, at the moment it is quite hidden.



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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.