Accidents

If you’ve been playing Starfarer, you know that there’s no penalty to being over capacity in any of the various stats such as fuel or cargo space. Clearly, that has to change at some point.

The question is, how to keep the player within the set limits?

A straightforward approach would be to treat the limits as hard limits, and disallow the player from being over them at any time. For a straightforward approach, though, it’s not actually very straightforward. Let’s say there’s a cargo limit, and the player loses a ship. What happens now that their cargo is over the limit? Remember, cargo isn’t assigned to a specific ship, but handled as a total fleet-wide capacity. We could automatically dump some cargo at random – but that really hurts (bye-bye <important item>, which there’s no way to safeguard). We could add new mechanics to assign certain items to certain ships – but now we’re adding even more mechanics to make the new mechanics we’re adding “work”, and that’s not a good sign.

We could instead present the player with a choice of what to get rid of any time they’re over capacity. The trouble is, that could be awfully harsh too. Suppose they’ve got a few  ships that are just barely within their fleet points limit. Then they lose an officer that was providing a fleet points bonus – and now must choose which ship to get rid of, too. It’s also awkward to keep presenting the player with dialogs that demand attention and can’t simply be dismissed.

Besides, it would make sense that you could go over limits. An external cargo container attached to the hull with a magnetic grapple. A jury-rigged containment field to convert a cargo hold into a fuel cell. An improvised life support system to increase the personnel capacity of a ship. All these sound like they’d require some supplies to put together and maintain, but well within the capabilities of a well-trained crew. Even so, these probably wouldn’t be very reliable, would they?

Makeshift Capacity & Accidents

There are five limits each fleet needs to stay within:

  • Cargo
  • Fuel
  • Personnel (crew and marines, combined)
  • Fleet points (each ship uses some)
  • Hangar space (provided by ships, used by fighters)

You can go up to 50% over each limit without any penalty, except for an additional supply cost – to build improvised containers, account for unexpected logistical requirements, perform emergency maintenance on all the jury-rigged systems, and other such.

The revised fleet information display, with a tooltip containing a detailed logistics report

That’s a lot of information on the tooltip, isn’t it?  What really matters is the simplified panel on the right, though – all you need to worry about is keeping the accident risk down, and making sure you’ve got enough supplies to maintain the extra capacity. The tooltip is there if you’re interested in understanding exactly what’s going on, but it’s not something you need to look at often.

Now, on to accidents – if you run out of  supplies, or go more than 50% over any capacity, you run the risk of having a serious problem.

As best I can tell, a cargo crate containing weapons slammed into an improvised habitat. Ouch.

The consequences of an accident depend on its cause, but will always aim to bring your fleet closer to its limits. For example, a personnel-related accident will cause a loss of crew and marines – though it may also cause some collateral damage to cargo or fuel, especially if those are over capacity as well.

The consequences can be very harsh – up to the total loss of a ship – but accidents are also something you shouldn’t be seeing on a regular basis. They’re there for when you’ve made a mistake (didn’t carry enough supplies to support your fleet, say), or for when you’ve made a gamble and lost (can I tow this extra loot to the station to sell?).

Of course, this applies to AI-controlled fleets as well – so later on, you’ll be able to inflict grievous losses on the enemy simply by disrupting their supply chain. Freighters also become much more important – a particularly large fleet needs lots of supplies to stay in the field – and to haul off all the salvaged goods.

Starfarer 0.5a Preview Release

It’s been far too long since the last release, but I’m happy to announce the wait is over! We’ve got a slew of new features for you, including the first iteration of the campaign mode. Here’s a list of the new high-level features in this release:

  • Campaign mode – fight your way up in the war-torn Corvus system
  • Start out with a single frigate, buy (or capture) more ships to grow your fleet
  • Customize your ship’s loadout before battle
  • Level up your crew
  • Ship weapons and engines can be disabled by damage, adding a new layer of tactics
  • Tons of balance changes, UI improvements, AI improvements, and several new ships and weapons

For a full list of the additions and changes in this release, take a look at this thread.

You can download the new version using the buttons below. You’ll have to reinstall the game, but shouldn’t need to enter the activation code again. Thank you all for your support!

Crew Management and You

The title of this post is deliberately misleading. It’s mostly about crew management and me, you see. Specifically, about how the current system came about – and what it is. But now that I’ve tricked you into reading, I hope you’ll stay with it – you won’t get those couple of seconds back anyway, so might as well keep going!

There are three main reasons to have crew in the game: to increase immersion, to add another avenue for advancement, and to introduce interesting resource management mechanics. In other words, having a tangible crew is neat, watching them go from raw recruits to seasoned veterans is rewarding, and having a say in how the crew is used to get the most out of them is engaging. The crew is far from being the main mode of advancement, though – the player also has their own skills, officers, ships, and weapons to upgrade – so it’d be a mistake to look at it solely from the player advancement angle.

However, figuring out just how to model the crew of your ships has been a difficult process. There are two components to the mechanics: advancement and assignment. Advancement is how the crew progresses through experience ranks. Is it linear, or can crewmen specialize in gunnery, piloting, and such? Assignment is just how the player matches up the crew to the ships they run – what amount of control they have over it, and exactly how it works.

The Problem
Those components depend on each other a great deal. Suppose the player just has one ship – we don’t need to worry about assignment at all, then. Free from this concern, we could come up with an involved scheme for crew advancement – with individual crewmen progressing through the ranks all the way from raw recruit to master gunner or somesuch.

On the other hand, suppose the player has a large fleet. Do we really want them to worry about making sure the ISS Unlikely to Survive has the right number of gunners? If they’re losing a ship or two every battle – and with large fleets and battles, that’s quite likely – having to re-crew new ships afterward would quickly become a chore. What we need is to strike a balance – enough detail for immersion and sense of advancement, but not so much that the mechanics become a bother for large fleets. The mechanics should let the player make meaningful choices with a minimum of fuss – not make them perform rote actions over and over.

The crux of the problem for me was the need to assign crew to specific ships. I kept turning that over in my mind, and just couldn’t get around the awkwardness of having to manually do it. You’d have to handle it for new ships, for re-crewing ships after losses, and for switching crews around for key battles – to name just a few situations. It’d be a royal pain.
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