I know this is in the FAQ, but it has not been properly discussed before.
We're getting great new campaign features and cool stuff, so why crack open this old chestnut? Well, it needs work. But no silly minigames where you control the respiration of every marine: sensible people agree SS is about flying starships, and nothing should distract too much from that. But as it is, we have a minigame already.
This is the minigame we have now:
Spoiler
But with 5x more inscrutable decision trees.
YOU MAY:
1. SEND BOARDING SHUTTLES
2. HARD DOCK SHIP TO SHIP
3. PANCAKES FOR THE MARINES
4. INTERMINABLE KUBRICK DOCK (WITH 'BLUE DANUBE' SOUNDTRACK)
5. SPECIAL SHUTTLES
ETC…
There's a bunch of confusing options, you don't choose the ship to board, it rarely works, and you don't get numerical feedback on how choices effect the success probability, so it feels pointless. And what do all these options about how to board really add to the game? Not much, I'd argue.
But boarding and capturing should be a central mechanic in this game.
Look at the 90s game Escape Velocity, just for comparison (not slavish imitation). You disable a ship. You move your ship on top of it. You press the "B" key.
A. dialog box pops up, showing you what you can loot, and the probability of capturing the ship (A function of your fleet crew size vs the ship's crew)
Sometimes when you click one of the buttons, the ship 'repels' boarders.
Or sometimes as you try to loot it, it blows up, but:
-The explosion could only destroy you if you're severely damaged
-Big ships that make more damaging explosions blow up slower, so you have time to move away using skill (cf. the starsector RNG roll!)
Simple. Quick. Doesn't distract from game flow. Tells you the probability of capture, so by changing your ship and boarding different sized enemies, you learn it organically.
Possiblities for SSPut boarding into combat.- This would be another command in fleet window.
- Extra crew/marines are proportionately distributed to all the ships in the fleet at the start of battle (or something)
- you can do it with your flagship if you want, or:
- Click on friendlies and target an enemy, or click on an enemy and it autoassigns enough of your fleet for a certain success rate (TBD).
- If the enemy is not disabled yet, your ships engage it gingerly trying not to blow it to pieces (ie the AI wouldn't drop 100 bombs on a ship whose armor is nearly gone)
- If the enemy is already disabled, your ships move close, disengage shields/ weapons, and 'board' it (via progress bar that doesn't stop combat)
- You never mess around with any dialog boxes during combat
- Your ship(s) loot a random amount of stuff and/or capture the target ship, or it blows up based on the crew ratios and some luck, or nothing happens and some crew are shot, or the ship is just too broken.
- Maybe you can also board hulks of your own ships if they were disabled and repair them
- After battle you get a dialog of all the loot/ships, and decide what to keep.
Wait! This will make it too easy to capture any ship you want!!! Balance! Ah, not so fast:
- Boarding in battle is dangerous since your ships disengage their weapons/shields to board
- Ships blow up a lot easier—you don't see as many floating 'hulks' (to make captures rarer/balanced.
- So you don't get as much commodities/weapons loot either
- But you get more captures/loot off ships you want! Instead of 50 more machine guns
- Crew from your boarding ships go over to the captured ships, meaning your ship has less crew/CR in the current battle. So wait until it's over.
- But maybe if you spend to much time in combat boarding ships, the campaign clock ticks, and someone else attacks your fleet.
- Maybe the AI tries to capture your ships, maybe it doesn't. TBD. If they do, another reason those proportionately distributed marines come in handy
Why this is good:-something else to do in combat besides just shooting
-no messing around with dialog boxes
Ok if you don't like that, here's another option:
Put boarding in 'campaign.'- As before, ships blow up a lot easier—you don't see as many floating 'hulks' (to make captures rarer/balanced.
- After any battle in campaign where ships get disabled, a grey 'disabled hulks/spacejunk' fleetlet appears in campaign layer. (maybe two, one for each side?)
- You go up and click it
- you choose one of the disabled ships
- You choose which of your ships and how many marines/crew will board it (none of this boarding shuttles stuff- who cares)
- You are shown clear numerical % indicator with chance of success for each one
- A progress bar appears as campaign layer keeps clock ticking, like when you install a sniffer in a comm. Beacon in campaign. you are vulnerable!
- At the end, the target ship blows up, or they repel you, or you succeed and you get a loot dialog of what to take, including the ship, if it's not too broken.
- You click on another ship in the disabled fleet,
- repeat
- Maybe as time goes on in campaign, the surviving crew on the hulks die off
- Maybe if the hulk is devoid of crew, you don't get penalized by the faction for looting them (law of the sea)
- Maybe you can give supplies to repair their ships instead, rescuing the survivors and getting a rep boost from the faction
why this is good:-fun in campaign as vulture fleets compete over the prizes
-another way to interact with factions
-opportunity for distinct behaviors re salvaging, repairing, rescuing.
Any other ideas? Suggestions? Remember, any objections you come up with relating to little details about crew management or CR or whatever can easily be overcome with same. The more valuable questions are, does it overall make game more fun or less fun.