u/DriverXth1st1

Mod idea for Starsector | SpacerSector

Preface

I just want to mention that one of the most fun I typically have with Starsector is in the early game, before that first colony around the time that I'm running with 0-1 capitals. I enjoy doing the micro stuff and having adventures built on that, and exploring to see what I could find. I typically find my interests in saves dwindling because I enter the macro part of Starsector in colony/faction management, handling inter-factional drama and essentially becoming tri-tachyon 2.0.

Something that allows you to stay in the micro aspects of the game and integrating with already in place systems would be a dream for me.

I should also mention I have no experience with java so this is essentially a pipe dream to be self coded, but I thought a little rambling might inspire someone else to make something similar.

The Idea

SpacerSector, as a mod, would effectively aim to provide a means for a player to engage in some of the aspects of the game that feel a little lacking, or areas that most mods don't actually engage in, as well as add new content in the way of 'Companies'.

The Board
Want to be paid to be a resource convoy as a gig, deal with pirates harassing a convoy fleet, or transport a select number of VIPs? The Board probably has it.

The board would act as a broker for spacers to accept contracts for a variety of mission types. From the standard foray that vanilla Starsector has to offer, to hauling vips, acting as an auxiliary force for a raid and more.

Mission variety would be randomized, with more options and more lucrative contracts available based on the players reputation with the board, with board reputation based upon the timely completion of contracts, with failure to meet the deadline leading to rep penalties with the board (and the faction if relevant).

Higher rep -> trusted contractor -> More mission variety/Higher active contracts/Access to more lucrative contracts

Low rep -> untrustworthy contractor -> Lesser mission variety/Less active contracts/Cut to contract payout

More ways to Mission
By this, I mean providing a means to do 'contact' style mission without necessitating a bar encounter or a contact, as well as expanding on the pool of currently available missions, acting as a means for you to accept missions without needing to farm for a contact. Of course to ensure that contacts still remain relevant, a limit to the active accepted missions from a board and a minor reduction to overall payout. Additionally more mission types are available that aren't already in the base game, such as acting as a resource convoy between planets.

Companies
Want to set up a means of management but on a micro scale, Companies would allow a player to act as a means to settle down and support fleet operations without engaging in colonies or relying on a commission. Companies can engage in a variety of ways already present in Starsector, such as working as a mercenary company like tactistar, to acting as a delivery/hauling service and more. Managing fleets to operate across multiple missions, and working with contacts or liaisons to complete contracts^(1). Players can set up as many companies/branches as they like, as well as set up companies on their own planets for minimized upkeep costs if desired. Players with a commission with a faction would be able to integrate that with their companies and create an auxiliary company, directly assisting with the faction in question

^(1)Contacts would allow a person to complete missions regardless of the company's planet faction, whereas the liaison is based on a planet faction (e.g Company based on a hegemony planet would only have a Hegemony Liaison, but a person can still accept Diktat missions if they have a Diktat contact.)

Conclusion

Well this was just the ramblings of a Starsector fan, and if this mod already exists, or even split across different mods then that would be neat, but I would love if something like this were to exist. I try to keep abreast of the mod forums but sometimes you miss things. Let me know what y'all think of the idea, what you feel would be better done and such. At lot hasn't really been explained since I haven't put a ton of thought into the intricacies that other mods have delved upon their own, and it leaves wiggle room for others to say their piece.

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u/DriverXth1st1 — 13 days ago