Planet Search Overhaul

I’ve been working on stuff that I can’t talk too much about since that would spoil it, but there are some QoL improvements I’d made a couple of months ago that I wanted to talk about, but hadn’t had a chance to just yet. Talking about it so much after the fact is a bit tricky – I don’t remember all that was going through my mind as I was working on it. I did take a bunch of notes at the time, though, so hopefully that’ll refresh my memory!

The old planet list (that is, the one in the currently-released version of the game) is one of the older pieces of UI in the game, and it’s definitely showing its age. Part of the problem is that I’d designed it around the same time as the initial implementation of colonies – possibly even before colonies – so while I had some ideas about what might important to show or filter on, it was more speculative and not based on “hey, this is what actual players playing the game need out of this screen”. But at this point, there’s a lot more information to base a redesign on!
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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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Hyperspace Topography

I’m not sure where to start with this, exactly, because this is something that pulls together a bunch of different systems, using the “Event” infrastructure (introduced in the previous blog post) to tie it all together. So, let’s just start… in HYPERSPACE!

Primarily, this is a system that interacts with slipstreams. In brief, those are temporary passages in hyperspace that can make travel much, much faster and enormously more fuel-efficient. One of the problems, though, is that it can be a little hard to plan for – there are some general indicators of where they are and where they might take you (i.e. the direction they travel in is seasonal, you can use the Neutrino Detector ability to find them, and so on), but I think for a lot of players, that doesn’t quite add up to being “enough” to make slipstreams as useful as I’d like them to be.

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Uniquifying the Factions, Part 2

Part 1 of this blog post series is here. Here in part 2, we’ll dive into making the remaining factions more memorable!

Persean League

“An alliance formed to counter Hegemony domination of the Sector. Members of the League don’t necessarily agree on all issues, domestic or otherwise, and may even come into armed conflict with one another. But the League is united when it comes to the Hegemony who they consider to be illegitimately enforcing martial law in the name of the Domain, a dead political entity. The League, by its laws, unites against other external threats such as particularly meddlesome megacorporations, warlords, and the Luddic Path.”

The League’s core identity is going to be that of using midline ships. However, because those are going to be sprinkled in throughout the other factions, the League will also have access to a brand-new missile weapon lineup: directed energy munitions, or, put more simply, missiles that fire lasers when they get close enough to their target. In addition, it’ll get a new battleship (to go along with the already-existing Conquest-class, which is a midline battlecruiser.)

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Uniquifying the Factions, Part 1

(First off: “uniquifying” is a real word! It doesn’t quite fit how I’m using it here, perhaps – more strictly, it’s about removing duplicates – but it’s close enough.)

With that important note out of the way: some factions in the game have a stronger identity than others. If you’ve played the game at least a bit, you have a pretty fair idea of what to expect of a Hegemony fleet, for example – large chunks of metal with a lot of firepower. In contrast, something like the Luddic Church is more muzzy. It’s got the same kinds of ships as the Hegemony, more or less, but they also tend to mount converted hangars with Perdition-class bomber wings, and some numbers – officer quality, ship quality, the exact mix of ship types – are adjusted. The two factions are different, but it’s not the kind of different that easily sticks in your mind – without checking, I couldn’t tell you exactly how those numbers differ, for example.

So, some factions are more unique than others; this isn’t necessarily a problem – in fact, it’ll be the case no matter what, to some degree – but it would still be very nice if each faction was memorable.
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