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I will say the result is worth it. Plundering outfits using a cargo flagship is still worthwhile, but you no longer just get vast sums of money from being able to sell captured bounty targets.
Edit: It's also had the nice side effect that bounty missions don't pay much more than selling plundered outfits, which makes outright killing targets worth doing to save time. That means no more spamming lasers in order to not overkill your target. It's a very liberating feeling, being able to play with the full selection of weapons, and not constantly holding back in order to board and capture/plunder.
If I'm right, running a 100k fine for every crewman lost might be a proper means to deter over-reliance on boarding - without marginalizing the system to the extent that you just don't want to deal with it at all. It'll incentive the capture of smaller ships, - penalize people like me that burn through crew like coffee to have the best and biggest, and help force participants to truly gauge their decisions in a rational, sound manner while retaining the ability to acquire the equipment and vessels they want after evaluating the expenses.
On top of that at the end, being combined with the Depreciation system will mean that you will outright LOSE money on some of these captures, if you're not thinking it through. You can farm Furies and Quicksilvers all day for instance to get by with at least some income (plausible), but ultimately that passenger contract is going to look even more appealing than spending all of your time in the South trying to harvest ships like it's a pepper garden.
Yeah I'm pretty happy with this avenue of approach. I'll have to see if I'm capable of making it work or not with the existing plugin system.
However...
The Github version DOES feature all of these fancy schmancy files and I can go through them all willy nilly just like that. I'm thinking *MAYBE,* if I enroll a folder for the source code itself, I may be able to plug in some data to reinvigorate the crew fines system that way.
Developers, please feel free to chime in if you at any point have something that's going to Occam razor this messy trial.
Lowering the depreciation min will additionally have the effect of making ships and outfits you legitimately purchased worth less over time, so you may want to increase the "depreciation daily" and/or "depreciation max age" to make things lose value more slowly over time.
While you can just edit the vanilla files themselves, ideally you would make a plugin that changes this key and its value so your changes will survive updates: https://github.com/endless-sky/endless-sky/wiki/CreatingPlugins
It can all be easily plugged in for each ship; such as:
1/3rd of the time just seems like the ideal ratio to me. Occasionally you can still capture ships, but you're going to loot outfits more often because you aren't going to risk losing the entire bounty. It's RNG heavy compared to what I'd prefer, because every loot attempt is a dice-roll as to whether or not it blows before you can access the boarding screen or before you breach the airlock, but there's a good chance of it happening, enough to deter dependency & addiction to the mechanic.
I am addicted to boarding. I don't do missions because I know I can board a pirate and make the same amount or more than a chain of missions will offer. Hence dependency. This will be broken if I think everything I try to board will blow up, or if my crew costs for any losses will haunt me - only one is possible, therefore I will do that to remedy the situation.
Now all of that said, if you save scum you can always circumvent the issue, it's just a matter of if you realize doing the same thing over and over for a different result is worth your time.
I like this. Really like this. The only aside is I'd also want to slow down depreciation even more for things you legitimately acquire, because it's going to hurt therefore make you try to sell faster which adds another need to the gameplay loop. Alternatively, if there was some way to separate the cap; plundered or captured assets get 0.05 of their value, whereas owned assets depreciate to .25%. That difference would be pretty ideal. I've seen in game some items dropping to .24% occasionally, which means there may yet be a way to get something beneath .25% and I just haven't figured it out yet.
I want to make a thumbnail for the Waverider so I can add it as a Lionheart-manufactured warship. IDK how though, other than asking the devs to include it. That's pretty much the stage I'm at in plugins; I'm starting my next play-through with a Lampyrid (+20 outfits +20 engine space) given to me by James at the end of the tutorial.
The filename 2.79 means it was made in Blender version 2.79, and probably rendered using the "Blender internal" rendering engine exclusive to such older versions of the software.
See also the .xcf file for the postprocessing stuff ( https://github.com/endless-sky/endless-sky-assets/blob/master/ships/waverider.xcf ). The methodology by which 90% of ES assets are postprocessed is outlined here: https://github.com/endless-sky/endless-sky/wiki/CreatingShips#artistic-tricks
If you just want something you can work with, here is a bad render done in Blender 2.80 using Eevee:
https://steamuserimages-a.akamaihd.net/ugc/24308846265308094/260A21F3C3500684635EF24A816C3249C1A876B1/
Lore-wise, in my opinion it makes more sense for the Waverider to be manufactured by Megaparsec in response to Lionheart's Headhunter essentially being a better version of the Quicksilver.
I went ahead and messed with the akamaihd file you shared since I'm so far gone on Blender that I'd probably spend the whole day tripping up, since your post I've managed to get a basic start on this baby;
https://steamcommunity.com/sharedfiles/filedetails/?id=3424386468
I'm not *quite* sure on it, thinking that maybe I need to go just a wee bit darker, but apart from that I'm finding it satisfactory. Just feels a little more "drawn" than I'd intended it to be while still getting a near-match to what's already in the database as far as comparable pieces.