There are also a couple of missions, and that’s the aspect that’s going to get built out more for the next release.ĮM: One critique of the ships in Star Wars or Battlestar Galactica involves the ships coming across as boats in space, from a design standpoint. With regard to in-game storytelling, how do you see past revelations and present calamities coming across best, given the play style of your game? What tools and mechanics (dialog, lore, ancient transmissions) do you employ as you reveal the larger forces at work?ĪM: Right now, most of the story in the game is backstory – the player encounters it in the various colony (and other) descriptions, bits of dialog at the portside bar, and so on. And, thankfully, it doesn’t need to be.ĮM: In the history of the game, humanity has been fractured, scattered about the universe following the events of the great Collapse, a cataclysm that destroys the formerly stable space-faring society. How could you even balance something that, say, takes more player time vs something that’s more dangerous vs something that takes more in-game time? Generally speaking, if something is riskier or more difficult in some way, it should be more rewarding, but I don’t think it’s possible to quantify it precisely. The different available options should all be appealing and viable, but they don’t need to be precisely balanced. Interview: Starsector’s Alexander MosolovĪn open world single player space combat game, Starsector blends tactical 2D battles with trade, exploration, and fleet customization as a project with a lot going on under the hood, I chatted with dev Alexander Mosolov of Fractal Softworks regarding the variety of player experiences in his work and the design goals driving the title.Įrik Meyer: Starsector gives players a lot of choice regarding roles – hot-shot pilot, a smuggler, a stern admiral, an industrial magnate – in addition to different ships and overall play styles, so as you’ve added options and elements to the game, have you felt a need to keep things balanced, or do you focus more on options that would be interesting for different archetypes?Īlexander Mosolov: One of the things about it being a single-player game is that balance – while definitely still important – doesn’t have to walk the same razor’s edge as it does for a multiplayer game. Would be much better is it was more mount and blade like where sieges take time and admirals have persistent large fleets flying around that would converge on your ass if tried attacking a core world.īeyond that it seems the official forum dweller's favorite pastime is trying to min-max the most efficient fleet to hunt as many Remenant ordos at once as possible. Scrounging up an armada of doom to go sack your colony is super easy, barely an inconvenience, but defending your capital world properly is beyond them apparently.
#Space rangers 2 advanced options wiki mod#
Pretty soon you can easily beat any bounty (except some mod faction bounties which can be way harder than vanilla - like DME or Shadowyards with their crazy fighters) and then what? Once I tried to conquer the sector but it's pointless - the AI can't offer any meaningful resistance. Bounties just dump buckets of money on you and good ships are easy to buy and maintenance is relatively trivial. And as for economics I would allow you to build industries in any planet like in mount and blade.Įven without the colonies the game becomes too easy too fast for my taste. That would be a real incentive to find and use blueprints. I would make it so that you can use the production system before you have colonies maybe by commissioning production at any friendly planet with a heavy industry for a fee. Usually when I reach the point I have fully established colonies I lose all interest in the game. There's nothing interesting about managing them besides surveying for nice planets, they're a pain in the ass to protect with constant raids that only increase in intensity and the reward for all that is trivializing the economy even further and letting you build some stuff, which by this point you don't need.
![space rangers 2 advanced options wiki space rangers 2 advanced options wiki](https://static.wikia.nocookie.net/pathofexile_gamepedia/images/3/33/PoE-SkillTree-33.jpg)
And as far as I know only one mod adds a small story quest.Ĭolonies suck by the way.