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Starsector Marines
starsector marines














starsector marines

In the upcoming Starsector 0.8x patch we’ve added at least one* new faction and expanded the number of hand-scripted star systems in the Sector by a significant though not quite finalized number. The STG form a large part of the. They are currently very active in the Terminus Systems. STG operators work in independent cells, performing dangerous missions such as counterterrorism, infiltration, reconnaissance, assassination, and sabotage. Created Jan 10, 2013.See also: Codex: Special Tasks Group The Special Tasks Group (STG) is a salarian espionage organization, usually deployed by the Citadel Council. 2D RPG/Trade/Fleet Combat Game.

There's a lot of meat on the bone, and so far some excellent concepts that I haven't seen in other space games. Heres a link to my post on it here on OO.Viewtopic.php?f=2&t=90153&p=2454396#p2454396Bear in mind that this is an "Alpha" game, but might as well be "Beta" for as well as it's running and the content they have in there so far. We’ll cover some old star systems, some new star systems, the Persean League just a tiny bit, and whatever tangents that come up.(*Hedging how I word this because the truth of the matter is a touch complex.)EDIT: Another little heads up.if you like this game or Space Rangers then you might look into VoidExpanse. Otherwise, its I’ll talk a bit about the creative process as well as design considerations that go into creating this content. Rule of thumb: if it requires a set number of marine tokens to raid, then this method determines the danger level. This does much to embiggen the world of Starsector! My part in this has focused mostly on the hand-scripted Core Worlds, the centers of human civilization, industry, and conflict within the volume of the Persean Sector.Includes nonecon 'commodities' such as AI cores.

It's a hard slog up the ladder and 20 hours in my "fleet" is a ragtag band of misfit junkers. With $5,000 in hand and another $10,000 in cargo, I was ready to go. I tried a "Humble Trader" type start and came out with a nice big cargo bay on a ponderously slow ship, pretty much what you'd expect. Not every start is created equal. You start with a basic character builder - choose an avatar image, answer a few questions, take off into space.

starsector marines

The "Transponder" skill is a very interesting addition that I like. The actual battle is played out in plausible real-time, and your direct involvement is usually extremely beneficial. You can pilot a ship yourself, or let the AI fight for you (it doesn't do a terrible job). You have a set number of Deployment points that limits the size of the fleet you can deploy. You have a set number of command points that limits how many orders you can issue during the fight.

You can visit different planets to look for missions, but these appear to be largely broken so far. The second level of this is "Go Dark" where you shut down the Transponder and external signals, slowing to 50% speed but making yourself impossible to spot at normal distances. If they pick up a "Transponder Off" ship, they make a beeline for it and the only way to shake them is to kick in the afterburners and/or try and drop them on some poor unsuspecting Pirate fleet first. The flip side of this is that police patrols get very angry with you if they catch you doing this.

If you dump 6 points into Combat, you can in turn spend other points to bump several skills to level 6 in that branch. You have to invest points in the branches themselves and the cap on the skills in that branch is simply determined by your level in the branch. As you level up your personal pilot, you choose different skills from one of four branches. The game desperately needs "bounty" missions and other types mixed in there. The timer is maybe 40 days, but it would realistically take about 200 days to get there, let alone actually finding the goods they're asking for.

Prices seem completely wonky and I'm not sure what's driving them. Trade is mostly broken right now. They have different personalities - aggressive, balanced - and as the pilots gain experience, you choose different skills for them that provide substantial bonuses to the ships they fly. You can hire AI pilots that do fly better than the default drone AI of your ships.

Every port has a "Black Market" where you can buy and sell goods without paying a Tariff (determined by your faction standing - about 30% when you're Neutral), as well as having a different (sometimes illegal) inventory to choose from. This can be offset by turning off your transponder before landing, but isn't guaranteed. Additionally, trading with one faction that another hates can cause you to lose standing with them. I've had to sell off a number of loads at a loss because I just couldn't find a market for them after the planet I was headed to decided that they just didn't need my stuff anymore. Aside from that, often a "production" planet where a specific good is produced won't sell it for a price that makes sense to actually buy it up and sell it elsewhere - or there's just no demand for the good and prices don't come up anywhere else.

Bounty Hunting is where the money is. If you find yourself swimming in Fuel and Supplies, it might be a good idea to store them for later if you can't find a good market to sell them at, because these two things cannot be done without. In most ports, you can pay a one-time fee (generally $5,000) to activate a storage unit there, allowing you to offload unused weapons and goods taking up a lot of space. The Black Market is often where I go when I need to buy cheap Marines (for Boarding) or weapons I can't seem to find anywhere else. Trade would be workable if I could sell my goods to the Black Markets exclusively, but the downside is that factions often find your dealings with this market distasteful and you can lose standing.

When you engage, you spend 10%-20% of your "Readiness" for each ship you deploy (each has it's own bar, determined by Crew Skill and Pilot Skills). This is the general state of preparedness of a ship for a fight. Your fleet has "Combat Readiness" (like you'd find in the Total War series). As a trader, I've had a number of times where killing the pirates that jump me between planets was more profitable than the actual trade run. This disparity is reflected in character creation where Bounty Hunter > Trader, hands down.

That's a matter of either trading with them enough or killing members of factions they hate. There are a number of different factions in the game, and each sells different ships if you're friendly enough with them. It's possible to capture a ship, repair it, refit it, and never actually dock as long as you had enough crew in reserve to pilot it. Repairs happen over time, or if you dock and pay for them. The cost either way is about the same, and you burn a lot of Supplies in the days following a huge fight. To replenish this, you can either dock with a planet/station and immediately refill it for a Supply cost, or drift/fly in space until it regenerates naturally by consuming extra Supplies.

In my mind, space games tend to live and die by the variety and customization you can give ships. They can make life pretty miserable for you, causing you to need to basically relocate to a different area. Be cautious of ticking off the dominant faction in a sector.

If I deploy it worn out, it basically flies apart and shatters itself on the battlefield, losing engines and weapons randomly. I adapted the design as well as I could, and it's a fast, fierce combat ship - as long as it's Fresh. As an example, I captured a Pirate Gunship that looked awesome, but had some questionable systems built into it that I couldn't remove. It might also be something a Pirate has jury-rigged and it has inherent negatives but gives you access to a higher level of firepower for a lower cost (and some real negatives). A single Frigate might have an A and D variant, with "A" being the "Premium" with built-in bonuses. Ships come in many sizes and shapes, each consuming different levels of Supplies to maintain and having different speeds in combat and the overworld map.

starsector marines