Don't know bout vayra's effects though, but it's possible to become friendly in the base game already, without mods.I consider Starsector to be either the best indie space game people don't know about or the best indie space game people here aren't talking about. Modding community is robust and dedicated - entire new ship sets and even additional 4X conquest features have already been included in mods Balanced deployment system and combat mechanics requires tactical use of various ship sizes and styles rather than just using the heaviest battleships available to you Excellent 2D real-time tactical combat that does not require competitive RTS or arcade game skillsets Has 4X elements (which continue to grow), but is more of a 4X-like / RPG hybrid "Open-world single-player space-combat, roleplaying, exploration, and economic game" Since there's no thread about it, and since the next release (0.9a) is poised to add more 4X-like elements to the game, it seemed like a great time to bring people up to speed. The official line is: "You take the role of a space captain seeking fortune and glory however you choose." (Currently) Only available direct from the publisher Updates occur infrequently (6 months - 2 years) and are large and feature packed STARSECTOR REDACTED MODS You always control and move a fleet of ships (Mount & Blade style) on the starmap. What things are coming in the not too distant future? Survey distance worlds, investigate distress beacons, salvage derelicts, hunt down pirates and other criminals, uncover mysterious, and engage in the trade of legal and illegal goods Hire, level up, and assign skills to officers and then put them to work flying alongside you Build up an impressive fleet from a wide variety of ships each with their own unique special ability and attributes Strike out on your own or fulfill commissions proposed by other factions What types of things can you currently do in the game (as of 0.8a)? Soon, you will also be able to manage a faction and colonies. Manage the industries/structures, hire administrators, set up colony defense forces, install hull and weapon blueprints for manufacturing, and use AI cores to boost your colony Establish colonies and setup your own faction. Make your faction the primary supplier for other factions by establishing waystations or engaging in piracy Manipulate supply/demand and the overall market availability of commodities. Why is this ship combat system better than anything available in the space strategy genre? Thematically appropriate factions with better fleet compositions and with officer qualities, behavior, and aggression appropriate for the faction. There are many ship hulls in the game and each one has its own unique attributes, weapon hard points, and special systems. There are also variants of these hulls that swap hard points around or swap out the special systems. They can outmaneouver bigger ships and cause significant damage. They also cost less money and command points to deploy. Flux is generated when firing weapons and by absorbing weapon fire with your shields. When you over-flux, your ship temporarily shuts down and becomes a sitting duck. You must manage shield and weapon usage and know when to back off and when to go for the throat. Ship effectiveness degrades over time during combat. Combat readiness decreases per ship the longer a battle lasts, and this can cause issues like random engine shutdowns and weapon failures. This helps balance ships out as certain higher tech ships are deadly but degrade quickly in prolonged engagements compared to more mid and low tech ships. Ship combat AI is ruthless and will eliminate a straggler, including you. On that same note, your friendly ships will help cover you if ordered and can allow you a timely retreat to recoup and vent your flux. Officer AI determines how effectively they will pilot certain ships. Right now you can follow along with the in-dev patch notes: Don't put an aggressive officer in your lightly armored support ship.
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