One of my favorite things about the game is the sim/sandbox aspect of it. In the recent updates, a lot of story quests were implemented along with the new crisis system, which as of now is one and done (per faction). They make the world more alive, immersive, and fun to play with.
But I am wondering, since each faction's crisis is a one-time event (until resolved), would you consider adding repeatable crisis events in the future? It could help keep the system engaging even after the main crises are resolved.
Ah - they're all permanently resolve-able very intentionally, otherwise it's the sort of thing that, while it can be fun, it can also easily be a chore to keep protecting your colonies against. So it's not meant to be something that just keeps going forever!
I did not know that, I thought that the fleet doctrine officer behavior settings only changed the npc fleets of the player faction, and the player’s fleet would always have unofficered ships with the “Steady” personality, but guess I was mistaken, and this change will prevent anymore mistakes.
It is nice to have that somewhat obscure feature be more noticed, it is pretty important.
Would be nice if you could have some outliers on your fleet aggression without using officers as sometimes there is some fringe scenarios (supp. doctrine) or you just don't have an officer available for it.
I have a question: have you played fallout 1/2 before? Because there are a lot of similarities that I noticed when I tried them in the past month or so.
So yeah, it's likely just convergent game design, because despite the settings and scale they're are a LOT of gameplay similarities, along with setting similarities. Rather than post apocalyptic space piracy, fallout is post apocalyptic wild west. Cowboys are essentially terrestrial pirates.
Trying to decide whether I should DM you or write a post in the FS forums... but either way: if you haven't played fallout 1/2 I'd suggest it's a good use of your time. The campaign for fallout 1 is hillariously short, hours long if you know what you're doing.
With that said: the first similarity I noticed is how the dialogues have a numbered list, which I've never encountered until Starsector, and now Fallout. The second thing was I thought that the caravan missions were exactly what I wanted in starsector, as an easy way to get combat.
I'm assuming "caravans" are something you can join and get into some fights alongside of, along the way? If so, this has actually come up as an idea for Starsector at various times; some tricky details implementation-wise though!
I was assuming it would control any colony fleets that I use as human shields in Battle. I wanted them to be aggressive, but not my fleet. Now that I know, I'm going to plan for aggression all around. No way I'm ever going back to steady.
I'm glad this exists but I long to easily set ship personality individually. Battles have so much depth when you can use hammers, anvils, hunters, and support all together at once! I feel like there's a real strategy layer waiting to be accessed there.
Hmm, I think officers mostly cover that! Un-officered ships are a good deal less common (depending on the strategy of course) especially as one's fleet develops.
I do get what you mean, though; it's something I'm keeping in mind.
Thinking some more, I think the issue I have is that the ship behavior I want to use is separate from how I manage it (in vanilla). It's not officer skills or even the ship hull (tho both important), it's the fit. Ideal would be loading behavior with equipment, though that'd be a pretty big change.
Yeah it's great if you enjoy just letting the AI do the battles for you. Up the aggression and build every for brawler or strike and watch the choas. It's mostly how I play
Comments
The player could chose to escalate them for potential upside.
Certain ones could even require the player to take certain actions like (finding and looting specific [redacted] artefacts/colony item.
Then return and have the option to challenge their colonies for rewards and for fun :D
And an "escalate" option is coming in the next release, to speed things along if desired.
Also another fun hidden feature: you can customize your simulation CR on the refit screen by dragging the bar to the desired amount you want 😎
Would be nice if you could have some outliers on your fleet aggression without using officers as sometimes there is some fringe scenarios (supp. doctrine) or you just don't have an officer available for it.
I'm assuming "caravans" are something you can join and get into some fights alongside of, along the way? If so, this has actually come up as an idea for Starsector at various times; some tricky details implementation-wise though!
is there any ETA for the update?
I do get what you mean, though; it's something I'm keeping in mind.