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Starsector redacted
Starsector redacted












Proud Merchant Race: Their major advantage against the Hegemony being their large control over the market than them.The Hegemony mostly considers them a small group of petty dictatorships run by the oligarchs of Kazeron, one of their founding members. The League usually forbids interference with the way each of their constituent polities run themselves, they've made some exceptions, like with Mazalot's Luddic rebellion. Good Republic, Evil Empire: Played with: The League is mostly a group of polities, some of them very authoritarian, that gathered together to fight back against the Hegemony's jingoism out of fear of what happened to Mairaath and the Mayasurans.The Alliance: A coalition of several worlds, formed to defend themselves against the Hegemony's expansionism.The League, by its laws, unites against other external threats such as particularly meddlesome megacorporations, warlords, and the Luddic Path. But the League is united when it comes to the Hegemony who they consider to be illegitimately enforcing martial law in the name of the Domain, a dead political entity. Members of the League don't necessarily agree on all issues, domestic or otherwise, and may even come into armed conflict with one another. The Persean LeagueAn alliance formed to counter Hegemony domination of the Sector. Standard Sci-Fi Fleet: Regardless of actual designation, all ships fall into one of five designated ship classes: Fighter, Frigate, Destroyer, Cruiser or Capital Ship.Their most advanced ships, like the Paragon battleship and the Aurora cruiser fall into Shiny-Looking Spaceships with Energy Weapons. Standard Human Spaceship: Before the Hegemony took hold of the standard ship design, the Domain has the classical ship design in its glory days.Portal Network: The Gate System extended throughout the Domain's territory, and its shutdown catalyzed the Collapse.All of this was lost due to the Collapse, when their Portal Network shut down under mysterious circumstances. How the Mighty Have Fallen: They had the largest expansion in human history, expanding across to most of the galaxy and their technological level had reached Type II in the Kardashev scale and were on the way to reach Type III with the Hypershunts.Earth That Was: Old Earth was devastated under unknown circumstances long before the Collapse.Explorarium Derelict drones: dark grey.Tri-Tachyon, the Remnants and Omega: Teal blue.Color-Coded for Your Convenience: Each faction bears their flag color in the form of a circle surrounding their fleets:.Civil War: Most of the factions are at war with each other due to their conflicting goals culminated after the fall of the Domain.

starsector redacted

It didn't stop them from using Attack Drones in their frontier systems.

  • Ban on A.I.: The Domain forbade the use of Artificial Intelligences as weapons.
  • Just observing part of the general wider discussion about the topic.) tl dr: "It's complicated, but art isn't beholden to be for everyone, though being as legible as possible to its target audience is good practice. (Not, for clarity and being the youtube comments, that I'm linking you to said. A game should do its best to cleanly and succinctly introduce a new player to what it is, but more and more anymore I hear people complain that what some games are is inaccesible to them by nature, and thus needs to change, which I find a rather toxic and entitled mindset.

    starsector redacted

    Nor do I really think that there's a good universal definition of that idea either. While there's a lot more some games can do to be approachable and legible, I don't know that 'new player accesibility' is really a very important goal, from any but a commercial standpoint. These the opposite to the above, where explaining themselves too much would destroy any semblance of the intended exerience. Applying base mechanics to novel or unexpected situations is sort of the point. Contrast a game like Starsector or Kenshi where "What is this and what does it do?" is central to the experience. The 'fun' is meant to be entirely in skillfull execution and the game's unafraid to make sure you get the point. Not because it's trying to hold the player's hand but because the process of experimentation is about zero percent of the point.

    Starsector redacted how to#

    Doom Eternal has tutorial pop ups every thirty seconds explaining its mechanics and how to defeat each enemy. Doom Eternal has been a great example of this. Which I find is part of that difference between old/new design styles. Especially because that learning process is, typically, a foundational part of the intended experience. Durendal5150 2 months ago I don't really see it as a downside, merely an aspect of what they are.












    Starsector redacted