Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
I'm no expert 'cos I just got then game but my impression is that the price of most stuff that matters, like supplies fuel weapons and ships, is fixed and consistent across the universe. I have heard I think that certain event chains do affect supply/price of certain things in certain circumstances but I don't know any details about that.
I think this may be a deliberate design decision. Unlike X3/4 where you don't pay ongoing for fuel/suppliers/maintenance/staff, in Starsector you pay through the nose for it and running out of anything can have catastrophic consequences. Consequently you need to know exactly how much stuff costs pretty much to plan what you can and cannot do and you have to budget with extreme care. Also shopping around for best price for things like fuel and supplies for example would not make sense since you consume even more of them in the process.
Alex's blog entries explain a lot about the decisions made in the game. They go back for years if you want to do some reading. The economic/trade system went through many iterations. I believe this is his most recent entry on the economy specifically. If not, it at least explains some of the considerations and links to some prior articles.
https://fractalsoftworks.com/2018/01/03/revisiting-the-economy/#more-3861
Been having some fun in this and debating how far down the rabbit hole I'll go. Been bouncing between Void Destroyer 2 and this lately, both are greet games in what they do. I'm just a bigger fan of 3D space combat, but the detail of ships and detail in what happens during combat is just so damn good in SS. VD2 is more arcade with some newtonian-ish physics and a few extra abilities, but is an epic blast of a 3D space sim with some empire building. It is kinda funny how similar yet dissimilar both games are.
That's what makes it worth owning both IMHO. Easily two of the best Early Access games available in the past few years, again IMHO.
Especially since it's very like a 4X in many ways. You got factions, you got colonies, you got fleets etc. You fight, you trade, you colonise, you negotiate. The galaxy and system maps are actually very reminiscent of Distant Worlds.
Agreed! I'd love to see more coverage for this game and feel it would fit within eXplorminate's list of monitored games. Or its fringe enough it can be justified.
To get your new faction off the ground you need planets that provide abundant food, metal, rare metal and volatiles. You also need ruins (remnants of the of Earth empire before the fall 200 years ago etc) which provide the tech for your toys, something only a few planets have. You also need a variety of industries but each planet can only support a maximum of four, and that only when they have grown pretty big.
That means you need more than one planet.
What this boils down to is you need to colonise at least one and preferably two terrestrial type planets (for your farming and main population/production base), at least one mining colony (often volcanic or barren hell holes) for your materials and a gas giant for your volatiles. So in practice you're going to need four planets, maybe three if you're lucky.
There is a problem with this due to the pirate mechanics. As soon as you start a colony the local pirates are going come straight for you. You only have one fleet in this game, you can't be in two places at once. Colonies however can build automated ground, orbital and system wide patrol defence facilities. This is where the rub is:
* If you have say three planets in the same system, all of which have defence facilities built, then these facilities will help each other against attacks thereby tripling the strength of the system's automated defence.
* if you have three planets on three separate systems the pirates will treat each one as a separate target thereby tripling the number pirate attacks you'll suffer.
It is easily seen that if you colonise three planets in three separate systems each planet will be exactly 3 x 3 = 9 times more vulnerable than if you settled three planets in one system. That's a whopping order of magnitude more vulnerable.
So settling in one system that has all the planets you need complete with the aforementioned prerequisites is a no-brainer. But each prerequisite comes in a variety of grades. There is a big difference between "scarce" and "abundant" where farming and mining are concerned, as there is between "sparse" and "vast" ruins.
So you are looking for one system that has three or four planets, two pleasantly habitable, at least one with abundant food, one with extensive or preferably vast ruins, one with abundant ore and rare minerals and a good gas giant.
Terrestrial worlds are rare. Finding two in one system is even rarer.
As if that wasn't enough, this system must also be in the "inner ring" around the core worlds in the centre of the map because to bootstrap your colonies before they start producing anything of value and are able to defend themselves you must perforce commute back and forth to the core regularly for supplies, and earn a crust to keep the whole shebang on the road, and be on hand to repel the pirate scum at the drop of a hat.
This is looking for the proverbial needle in a haystack if it exists anywhere at all on your map (everything outside the core worlds is RNG'd). In practice in almost all games you have to compromise over something I believe, but hitting the jackpot over these criteria is so overwhelmingly beneficial to your fortunes that you have go to the ultimate lengths to satisfy yourself that your choice is without question the least worst compromise on offer for that particular map.
You have to fully survey every single planet in every single system across the map before you decide where to settle. This is a hell of a slog. It also means that you need to design a fleet specifically for this task to do it efficiently as well as take the relevant skills that support it in early character development.
Which makes things seem a bit one-dimensional. At least for ordinary mortal players who can't take down a fleet of battleships and carriers solo in a frigate.
It has been a while since I've written a review... :-)
I do appreciate the request, but truth be told my free time is a bit taken up with design work on another space game at the moment. Unfortunately, I don't have the time I'd like to play Starsector, let alone properly review it at the moment. Also, it could be seen as a conflict of interest even though the game isn't really a direct competitor.
All that aside, I do think Starsector is a game people should check out. As Gregorovitch mentioned, the colonization aspects and empire building mechanics are relatively new in the grand scheme of things. The good news is the developer, Alex, is constantly evolving and expanding the game, so I am sure any issues present now will be worked out in due time.
The other good news is there are a variety of excellent mods available to help expand the game and shore up the issues while he does his work. The modding forum on the Starsector site is the best place to find them. The community there is VERY active.
Nexerelin is a good overhaul mod which has been adding and expanding on 4X features in the game since long before the base game featured them. Likely a good choice for those of you looking to make the 4X experience more involved.
Scy, Outer Rim, Diable Avionics, Dassault-Mikoyan Engineering, Interstellar Imperium, and many other unique fleets have been around and updated for ages. They have also been balanced, more or less, across numerous tournaments. They can generally all be added alongside Nexerelin as well.
There are also mods that add more personality and traits to crew, leaders, etc. Mods are a bit of a way of life with Starsector. You play the base game when a new version releases and enjoy it. Then while waiting for the next update, which can take quite a while, you enjoy all the mod content. Then you rinse and repeat.