Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Author Topic: Abyss campgin suggestions  (Read 799 times)

Ripmorld

  • Commander
  • ***
  • Posts: 114
  • chronically online animal
    • View Profile
Abyss campgin suggestions
« on: April 24, 2025, 08:42:54 PM »

I wish that Beyond a certain point in abyss , the player fleet will disappear off the map and auto pilot will be disabled if you spend too long dwelling there.
explanation being that due to lack of calibration your computer can't accurately deduce your location anymore.
You can rediscover your barrings if you managed to find specific anchor locations (e.g. limbo and maybe certain gravity wells) and maintain that barring for a certain period of time.

I think this will improve the vibe of the abyss a loooot since now you can actually get lost in it and unable to make back home.
Logged
yip yap !

Chumbosity

  • Lieutenant
  • **
  • Posts: 90
    • View Profile
Re: Abyss campgin suggestions
« Reply #1 on: April 24, 2025, 08:52:15 PM »

With complete sincerity, this sounds like making the game worse on purpose as a joke. With complete sincerity, I love it. More games should do that.
Logged

prav

  • Admiral
  • *****
  • Posts: 603
    • View Profile
Re: Abyss campgin suggestions
« Reply #2 on: April 25, 2025, 03:51:59 AM »

It is pitch black. You are likely to be eaten by a grue.
Logged

Megas

  • Admiral
  • *****
  • Posts: 12940
    • View Profile
Re: Abyss campgin suggestions
« Reply #3 on: April 25, 2025, 06:26:20 AM »

I like to see more permanent systems like Limbo in the Abyss, and I like to be able to colonize them if I want.  With pinata enemies in the Abyss, I may want one colony in the Abyss for convenience's sake.  Also, have some of those permanent systems not all concentrated at the lower left edge of the map.
« Last Edit: April 25, 2025, 06:29:05 AM by Megas »
Logged

Bungee_man

  • Admiral
  • *****
  • Posts: 999
    • View Profile
Re: Abyss campgin suggestions
« Reply #4 on: April 25, 2025, 06:56:55 AM »

I think the abyss should remain menacing and impossible to colonize or settle in extensively. I'm not sure how I feel about being able to obtain tens of thousands of supplies and fuel fighting Threat, though it makes sense and is pretty fun.

What I'd like to see is more actual danger. Shroud lights actually chasing you after provocation. Waiting a second and flickering, then jerking towards the player for dramatic effect. Maybe more of an incentive to make use of the normal lights (at present, their buffs are fairly anemic). Maybe threat fleets waiting on top of gravity wells, conducting mining operations and so on, starting out with a small one to let the player know that it can happen.

As for the original suggestion, I've played games where the map doesn't automatically center on you if you aren't near a landmark, and they were fun. Plotting courses with a protractor and so on. It might be a bit of a change at this stage in development, though.
Logged

Megas

  • Admiral
  • *****
  • Posts: 12940
    • View Profile
Re: Abyss campgin suggestions
« Reply #5 on: April 25, 2025, 07:04:45 AM »

Abyssal systems with a stable jump point (like Limbo) should be colonized even if the colony should get additional stability and accessibility penalties for simply being in the abyss (plus the usual penalties for being so far away from core worlds).  I can understand not being able to colonize systems where the only way in and out is T.Jump.

I guess there could be a constant Threat colony crisis for Abyssal colonies, either like Remnant crisis when colonizing in a Nexus system or adding to or replacing the constant Pirate presence.  (Pirates still spawn occasional random fleets in your systems even after the crises are done.)
Logged

FooF

  • Admiral
  • *****
  • Posts: 1662
    • View Profile
Re: Abyss campgin suggestions
« Reply #6 on: April 25, 2025, 08:37:24 AM »

If we're just talking about off-the-wall Abyss ideas, I think sensor "ghosts" should have some substance in the Abyss. Basically, sensors can't tell what's a ghost or what's real and some of the things following you are real. When they catch you...could be Threat, could be Dwellers, could be lost fleets, or whatever. Basically, the things that go bump in the night aren't just for show. It keeps you on your toes and makes going into the Abyss more of a gamble.

(My real pipe dream is that Abyss is more of an "endless dungeon" type area that fleets hyper-specialized to hunt one enemy type can get ganked by foes they're ill-suited for. It would be like going to hunt Remnants in a Red system and finding it swarming with Explorarium Drones in fantastic numbers. An anti-shield loadout would be a hindrance. Threat and Dwellers are pretty different but I'm not finding fleet compositions that work well for one not working well against the other.)
Logged

Megas

  • Admiral
  • *****
  • Posts: 12940
    • View Profile
Re: Abyss campgin suggestions
« Reply #7 on: April 25, 2025, 08:58:34 AM »

If it is ends up like a dungeon crawler, then we do not want every enemy to require one specialized fleet to win only to get wiped out by a different faction.  Rock-Paper-Scissors does not work when we can only carry one, but the enemy collective can have all three.  We want some reasonably effective, if not necessarily optimal, against everything.  That is unless we can camp in the dungeon (by building colonies in the Abyss or have portable gate to town portal back to home anytime on demand) and swap our loadout after every fight.  (Not going to happen with current inflexible officers.)
« Last Edit: April 25, 2025, 09:00:51 AM by Megas »
Logged

timn

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: Abyss campgin suggestions
« Reply #8 on: April 28, 2025, 09:23:01 PM »

Have some "special" consequences occur after a while if you connect an abyssal system to the main sector with the wormhole anchors. Uninvited visitors would be a fun way to surprise the player with a crisis that feels organic while being simple to resolve if you recognize what's happening. It could also be a good way to intentionally cause some chaos if you're bored in the endgame.
Logged

Wyvern

  • Admiral
  • *****
  • Posts: 4093
    • View Profile
Re: Abyss campgin suggestions
« Reply #9 on: April 28, 2025, 09:56:42 PM »

It is pitch black. You are likely to be eaten by a grue.
Frotz grue.

Threat and Dwellers are pretty different but I'm not finding fleet compositions that work well for one not working well against the other.)
I actually have; tested a missile-heavy neural-linked Radiant build, and it works well enough against Threat - go in, assassinate the constructors, call for a full retreat, then fight any surviving secondary ships - but the Dwellers have so much more PD that it's not very effective there. (Still functionalish with 'just' 2x autopulse and a plasma cannon, but... not great.)
Logged
Wyvern is 100% correct about the math.

Pixelzul

  • Ensign
  • *
  • Posts: 25
  • Sample Text
    • View Profile
Re: Abyss campgin suggestions
« Reply #10 on: May 05, 2025, 10:10:13 PM »

I wish that Beyond a certain point in abyss , the player fleet will disappear off the map and auto pilot will be disabled if you spend too long dwelling there.
explanation being that due to lack of calibration your computer can't accurately deduce your location anymore.
You can rediscover your barrings if you managed to find specific anchor locations (e.g. limbo and maybe certain gravity wells) and maintain that barring for a certain period of time.

I think this will improve the vibe of the abyss a loooot since now you can actually get lost in it and unable to make back home.

i imagine your fleet progressively disappearing from the corner map and reappearing followed by an effect like a sensors burst like effect. like the computer was detecting its own sensors after they disappeared.
Logged
space games enjoyer

Pixelzul

  • Ensign
  • *
  • Posts: 25
  • Sample Text
    • View Profile
Re: Abyss campgin suggestions
« Reply #11 on: May 05, 2025, 10:16:06 PM »



I wish that Beyond a certain point in abyss , the player fleet will disappear off the map and auto pilot will be disabled if you spend too long dwelling there.
explanation being that due to lack of calibration your computer can't accurately deduce your location anymore.
You can rediscover your barrings if you managed to find specific anchor locations (e.g. limbo and maybe certain gravity wells) and maintain that barring for a certain period of time.

I think this will improve the vibe of the abyss a loooot since now you can actually get lost in it and unable to make back home.

i dont know why my message got duped but since its the clearly because of the abyss i will take the chance to write about other idea, sometimes when you do sensor bursts you will see the reflection of your own sensors like an echo coming back at you, like if a fleet was close to you with the waves of gray/black color
Logged
space games enjoyer

SCC

  • Admiral
  • *****
  • Posts: 4601
    • View Profile
Re: Abyss campgin suggestions
« Reply #12 on: May 06, 2025, 09:17:36 AM »

Threat and Dwellers are pretty different but I'm not finding fleet compositions that work well for one not working well against the other.)
I actually have; tested a missile-heavy neural-linked Radiant build, and it works well enough against Threat - go in, assassinate the constructors, call for a full retreat, then fight any surviving secondary ships - but the Dwellers have so much more PD that it's not very effective there. (Still functionalish with 'just' 2x autopulse and a plasma cannon, but... not great.)
SCC RADIANT SUPERIORITY
The compositions that work against threat, but not shroud are things like fighters and frigates. Missile heavy compositions probably fail, too, but I haven't tested one of these yet.

Cryovolcanic

  • Captain
  • ****
  • Posts: 456
    • View Profile
Re: Abyss campgin suggestions
« Reply #13 on: May 06, 2025, 05:58:13 PM »

The very first time I met the Dwellers I had a DO+Missile Spec Gryphon fleet. I lost a handful of ships, but I still won 1) having no idea what the Dwellers were or how to fight them and 2) being actually creeped out by red clouds, so much so that I had to get up an walk around for a while to shake the feeling.
Logged