Simulator Enhancements

The combat simulator in Starsector is essential to the experience – you need to be able to adjust your ship loadouts effectively, and being able to test out changes quickly is a key part of that. Imagine having to get into a real fight just to see how your new set of weapons performs! That simply wouldn’t do. This means that the simulator was added early on in the development process. This also means that it hasn’t quite kept up with the times, and was very much due for another look.

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Skill Changes, Part 2

Part one of this two-part blog post is here.

In this part, let’s dive into a few details about specific skills, and some other points note. I don’t want to go through every single change – just highlight some interesting tidbits, and a couple of the bigger changes.

Elite skills
One of the goals was to do a pass over the “elite” effects of the combat skills and make them more interesting/powerful/appealing. For example, Helmsmanship’s elite effect now – in addition to its original “0-flux boost at any level” effect – grants a flat +5 to top speed, making it a consideration for slower ships. Combat Endurance and Damage Control got some brand-new, fun elite effects.

Combat Endurance brings back the “repair ship hull during combat” effect from several versions ago – repairs up to 25% of the hull level, with total repairs not exceeding the higher of 50% of the hull, or, as of right now, 2000 points. With Combat Endurance being a skill that’s great for small ships, the elite effect is, too, because of the potential to repair far more than 50% of the hull over the course of a battle.

Damage Control’s elite effect grants a reduction to large hull hits – any hull hit above a certain threshold of damage has the portion above the threshold reduced by (again, as of right now) 60%. No-one plans on being hit by a Reaper torpedo, but still, neutralizing that much damage when things go wrong is going to have a lot of appeal. To make the skill not completely neutralize the strike potential of certain weapons, this effect only triggers at most once every two seconds.

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Skill Changes, Part 1

The skill system – the one in the currently released version, 0.95a – has some things about it that I like, and some things that I don’t think worked out particularly well. One feature is in both categories – “pick one of two skills at every tier”. In some cases, it works well and you have an interesting choice to make. In other cases, the skills don’t lend themselves as well to it, and it ends up feeling unnecessarily restrictive.

The other high-level feature of the system that I really like is the ability to have some top-tier skills that you need to invest into an aptitude to get, and that can be powerful and game-changing. You can’t have that in a system where you can cherry-pick any skill you want at any time.

So, the goal of these adjustments is to keep the progression and high-impact choices, and add more freedom where “pick one of two” doesn’t have a compelling reason behind it.

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