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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A Tale of Two Tech Levels

This blog post is a tricky one to write – all the pieces are interrelated, and figuring out where to start, and how much background info to provide – to make sure this is comprehensible without having a PhD in Starsectology… well, right, tricky. So, let’s start by taking a brief step back and looking at the kinds of ships there are in the game. There are lots of ways to slice that pie, too, but let’s look at tech levels – namely, “Low Tech” and “High Tech”. There are others, and it gets blurry in places, but for this post, these two are what’s important.

The key thing is that high tech is not intended to be better than low tech, just a different way of doing things. High tech has speed, good shields, and fairly inefficient (but varied!) lower-ranged weapons. Low tech is slower and more ponderous, has high armor and hull integrity, with efficient longer-ranged weapons. The dynamics you get when they face each other is that high tech ships dart in and out of engagement range, relying on shields to see them through, while low tech ships try to make them pay a price for closing in. This is simplifying things a great deal, of course, and there are exceptions, but this is a high-level overview.

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Introducing: the Paragon and the Odyssey

I just added two new ships to the game, and thought I’d talk about the process that’s involved in determining ship stats, the types of weapon slots that they have, and the role they fill in the game. First of all, there are already lots of ships – around thirty if you don’t count fighters, and about a dozen more if you do. If you’re like me, that might set off some alarms in your head – why are there so many? Is it just variety for the sake of variety, or is it in fact meaningful? That’s what I always wonder about when I see a game tout “500 this” and “200 something-or-other” in their feature list.

Not every ship needs to bring something unique or interesting to the table – if nothing is “average”, then it’s hard for anything to be special. On the other hand, if two ships fill the same role in the same way, that’s a bad sign – it’s a wasted art asset, and complexity added to the game that doesn’t pull its weight by giving meaningful choices to the player. Still, having more ships is good if they pull their weight – it gives the player more choices and avenues for advancement, never mind more varied opponents. Having enough ships to give factions a stronger identity is important, too.

So, what are the factors that differentiate ship designs?

First of all, there are 5 size classes – fighter, frigate, destroyer, cruiser, and capital ship. We’ve also established three tech levels for ship designs – low tech, midline, and high tech. Low tech ships have high armor and a mix of ballistic and missile weapons. Midline ships have a mix of all types of weaponry, and average armor and shields. High tech ships rely on energy weapons and missiles, and typically have lower armor and excellent shields, in addition to improved mobility. Ships can also have launch bays for fighters – with some ships being dedicated carriers.

Just those factors combine to create a lot of combinations – a low tech cruiser? A high tech carrier? You can also easily make a ship distinct by giving it something special – such as, say, a weapon slot that’s too large to be normally found on ships of that size, or exceptional movement speed. Where the weapon slots are located and what arcs they cover is key to how a ship plays out – for example, having an important weapon battery point slightly to starboard will affect the best way to pilot a ship and will be a constant tactical consideration.

To top it off, not all ships are dedicated combat vessels – they have stats such as cargo, fuel, and crew capacity. Down the line, I’d also like to add active ship systems (such as afterburners, a combat teleport, or an ECM device). Between all these, keeping ship designs varied is easy.

Up til now, we haven’t had any particularly large high-tech ships in the game that could also put out a lot of firepower. But that’s about to change – allow me to introduce the Paragon-class battleship and the Odyssey-class battlecruiser. These two are anything but average.
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Ship Loadouts

One of the main features in the next release is going to be the ability to customize your fleet before you embark on a mission, so I thought I’d talk a bit about how that works.

The are two main aspects of ships you can customize – one is the weapon loadout, and the other is hull modifications, or hull mods. Each ship has a number of weapon mounts (slots), each of which has a type and a size. For example, a small ship might have 4 small energy slots and 2 medium ballistic ones. When you fit a weapon in a hull, the size and type have to match the slot – for example, an Antimatter Blaster is a small energy weapon, and can be fitted into small energy slot. You can also put a weapon into a slot that’s one size larger – so, you could put the aforementioned blaster into a medium energy slot.

Hull mods provide passive bonuses such as increased armor and top speed, as well as more exotic ship and weapon attributes.

So, what’s to stop you from just cramming a hull full of the the best weapons and mods? Ultimately, that’s what you want to do, but both weapons and hull mods require ordnance points to install on a ship. Each ship has a maximum number of points it can support, so deciding just how to spend those on weapons and mods is the challenge in creating a good ship design (also known as a variant).

You can also spend ordnance points on installing additional flux vents (to increase the flux dissipation rate) and flux capacitors (to increase the maximum flux limit). Flux is generated by using shields and firing weapons, so a good balance of firepower and flux efficiency is critical for a successful design. Each extra vent or capacitor costs 1 point each, ensuring that any leftover points can be spent on something useful.

Here are a few screenshots of the refit screen – it’s still a work in progress (in particular, the UI to assign hull mods is missing, as are several other UI components) but it should give you an idea of how it’s shaping up.


Work-in-progress shots of the refit interface

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