First off: what the heck is the Codex? It’s basically an in-game encyclopedia where you can look up ships, weapons, and so on. The current implementation is very, very old and and this point really showing its age – frankly, it’s clunky and not very useful, but on the bright side, it’s also not strictly speaking a required feature, so it was fine to leave it be for a while. I’ve been on a roll with QoL work lately, though, and the game is certainly far enough along now for a proper Codex rework, so I decided to jump into it – I’d have to do it at some point!
I started working on the Codex update with a sort of standard question to get my bearings, design-wise – “why is this in the game?” That’s a question with sharp edges, because if there isn’t a good answer, then maybe it should be cut instead, and the time and effort put into other things. Obviously, that didn’t happen, or we’d have a much shorter blog post! Read the rest of this entry »
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.
How starships get produced has been heavily abstracted so far – there’s a colony, and it spawns fleets made up of faction-appropriate ships, and that’s about all there was to it. To be fair, that’s all that needed to be there, since it was not something the player could interact with in more detail than attacking those fleets.
Now that the player can establish colonies and manage a faction of their own, we need more detail. Not so much that it’s a chore to manage, but enough to cover the things the player will naturally want to do.
If you’ve been keeping track of the backstory, most heavy manufacturing in the Sector is done using “blueprints” – precise specifications for building a ship or a weapon, that an automated factory can use to build the item. Copying these is difficult-to-impossible, and their dwindling supply contributes to the gradual decline of the Sector. This is the base we’ll use to develop the manufacturing mechanics, making adjustments to cover the demands of gameplay, as needed. That is to say, if blueprints have to work a certain way for the gameplay to come together, then hands will be waved.
Blueprints
A “blueprint” is an item the player can find and right-click to “learn”. For example, they might acquire the blueprint for a Medusa-class destroyer or a Heavy Mauler, a ballistic weapon. This works similarly to how players learn new hull-mods. After a blueprint has been learned, the player’s heavy industry becomes capable of producing the items in question – there are lots of details here, and we’ll get to those in a bit, but that’s the basic system.
David: [discussion of new ships] – a lowtech cruiser carrier,
Alex: How is this going to be substantially different from the Heron? Could go with either 1 deck + heavy armament (more in line with Hegemony doctrine? but also kind of the Venture, but stronger and with less useful out-of-combat stats) or 3 decks and almost no armament (which could also fit in with the Hegemony doctrine, if looked at as greater specialization…)
D: Ooh, I’ve got this: So given that Hegemony doctrine inherits the ‘traditional’ doctrine of the Domain at the time of collapse – of heavy line battleships, though at the start of a transition back to cruiser/carrier doctrine – this specialized lowtech cruiser carrier could be a holdover from the previous wave of Domain doctrine that had a larger role for fighters.
So why are these in the field? The Domain navy decommissioned them from military service, so they were de-militarized and sold to budget-minded civilian enterprises in development on the Domain’s frontier, as having some former carriers with big handling/construction bays can be a very useful thing. Once the Collapse comes around, these former construction/mine drone handlers slash ersatz mobile drydocks are re-militarized (thus less useful out-of-combat stats than one might expect). Used perhaps more by pirates, independents, and the Luddic Church more than by the Hegemony or TriTachyon, so that the big carrier fleets of these guys can be supported by something better than Condors but not so good as the Heron or Gemini.
A: That sounds good (especially the lowtech cruiser) – but it might make sense to do these later (either for this release [ed. 0.7.2.a ] or, uh, more later) – I’d like to change up how carriers work at some point [HEGEMONY COMINT :: REDACTED // MOST SECRET]
Decommissioned then recommissioned ships reminds me of shipbreaking, of which many dramatic images can be easily found. I pulled a few together for palette & aesthetic reference.
3/3/16: Another hotfix up, please re-download using the links below. Fixes an infinite credit exploit and several minor bugs.
3/1/16: Hotfix is now up, please re-download using the links below. Includes several bugfixes, including one for starting bonus officer going MIA.
Starsector version 0.7.2a is now out! This is technically a second polish release for the 0.7a version, but it’s heavier on features and content than one might expect. Of particular note:
Reworked phase cloak mechanics (speeds up ship-time while phased, has cooldown)
Several new ships, ship systems, and weapons
Improved faction hostility mechanics
Improved smuggling/cargo scan mechanics
Reworked starting options
Numerous other tweaks and improvements
The full patch notes are here. You can download the new version here: