Follow TV Tropes

Following

History VideoGame / Starsector

Go To

OR

Is there an issue? Send a MessageReason:
None


The Domain of Man's latest expansion effort into the Persean Sector has been halted by the sudden and catastrophic collapse of the interstellar Gate network that connected the burgeoning empire to its colonies. The Persean Sector, struck in the middle of the colonization process by the Collapse, was severely crippled by the sudden destabilization of the colonial supply effort. Partially terraformed worlds were left unfinished and largely uninhabitable, some of them lightly populated by the now decivilized colonists who were unable to leave. The BlackBox devices used to build ships and construct colonial industries became priceless and irreplaceable overnight, as the colonists lost the knowledge necessary to construct or even repair them. Desperate factions, from the militaristic Hegemony to the ferociously economic megacorporation Tri-Tachyon, fight over the few remaining habitable worlds, while sending scavengers out into the untouched for centuries border systems to scavenge for long lost blueprints to technology they no longer possess. And many of them don't return, lost either to roving bands of pirates, fundamentalist terrorist cells dedicated to the destruction of industrial society, or the unforgiving and hazardous star systems of the Sector. It has been centuries since the Gate network collapsed, and the Sector is on the decline as more and more technology is irretrievably lost in the conflict for survival. And all the while, something stirs deep in the far reaches of the Sector, something that predates even the Collapse.

to:

The Domain of Man's latest expansion effort into the Persean Sector has been halted by the sudden and catastrophic collapse of the interstellar Gate network that connected the burgeoning empire to its colonies. The Persean Sector, struck in the middle of the colonization process by the Collapse, was severely crippled by the sudden destabilization of the colonial supply effort. Partially terraformed worlds were left unfinished and largely uninhabitable, some of them lightly populated by the now decivilized now-decivilized colonists who were unable to leave. The BlackBox devices used to build ships and construct colonial industries became priceless and irreplaceable overnight, as the colonists lost the knowledge necessary to construct or even repair them. Desperate factions, from the militaristic Hegemony to the ferociously economic megacorporation Tri-Tachyon, fight over the few remaining habitable worlds, while sending scavengers out into the untouched for centuries border systems to scavenge for long lost blueprints to technology they no longer possess. And many of them don't return, lost either to roving bands of pirates, fundamentalist terrorist cells dedicated to the destruction of industrial society, or the unforgiving and hazardous star systems of the Sector. It has been centuries since the Gate network collapsed, and the Sector is on the decline as more and more technology is irretrievably lost in the conflict for survival. And all the while, something stirs deep in the far reaches of the Sector, something that predates even the Collapse.



* PintSizedPowerhouse: The Sindrian Diktat. It controls only a single system, but thanks to its huge market share of fuel and lobster monopoly, can field an army strong enough to go toes to toes with the Hegemony.

to:

* PintSizedPowerhouse: The Sindrian Diktat. It controls only a single system, but thanks to its huge market share of fuel and lobster monopoly, can field an army strong enough to go toes to toes toe-to-toe with the Hegemony.
Is there an issue? Send a MessageReason:
Elite skills don't take up skill slots, just a story point.


** Characters can gain a wide range of skills that allow them to run larger, more powerful fleets, greatly increase the combat capabilities of the piloted ship, or gain new and improved skills that impact Sector actions such as salvaging and hyperspace travel. Individual ships (other than the player's flagship) can also have ''officers'', who can learn a subset of the player's combat skills. The {{Cap}} on character levels for the main character is 15, which means that you can only get, at most, 15 skills unlocked (less if you choose to make a skill elite). As there are 40 skills in the game, not counting elite skills, you'll need to really prioritize your character build to get the ones you're interested in.

to:

** Characters can gain a wide range of skills that allow them to run larger, more powerful fleets, greatly increase the combat capabilities of the piloted ship, or gain new and improved skills that impact Sector actions such as salvaging and hyperspace travel. Individual ships (other than the player's flagship) can also have ''officers'', who can learn a subset of the player's combat skills. The {{Cap}} on character levels for the main character is 15, which means that you can only get, at most, 15 skills unlocked (less if you choose to make a skill elite).unlocked. As there are 40 skills in the game, not counting elite skills, you'll need to really prioritize your character build to get the ones you're interested in.

Changed: 324

Removed: 327

Is there an issue? Send a MessageReason:
lone third indentation, not allowed


** Characters can gain a wide range of skills that allow them to run larger, more powerful fleets, greatly increase the combat capabilities of the piloted ship, or gain new and improved skills that impact Sector actions such as salvaging and hyperspace travel. Individual ships (other than the player's flagship) can also have ''officers'', who can learn a subset of the player's combat skills.
*** The {{Cap}} on character levels for the main character is 15, which means that you can only get, at most, 15 skills unlocked (less if you choose to make a skill elite). As there are 40 skills in the game, not counting elite skills, you'll need to really prioritize your character build to get the ones you're interested in.

to:

** Characters can gain a wide range of skills that allow them to run larger, more powerful fleets, greatly increase the combat capabilities of the piloted ship, or gain new and improved skills that impact Sector actions such as salvaging and hyperspace travel. Individual ships (other than the player's flagship) can also have ''officers'', who can learn a subset of the player's combat skills.
***
skills. The {{Cap}} on character levels for the main character is 15, which means that you can only get, at most, 15 skills unlocked (less if you choose to make a skill elite). As there are 40 skills in the game, not counting elite skills, you'll need to really prioritize your character build to get the ones you're interested in.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** The {{Cap}} on character levels for the main character is 15, which means that you can only get, at most, 15 skills unlocked (less if you choose to make a skill elite). As there are 40 skills in the game, not counting elite skills, you'll need to really prioritize your character build to get the ones you're interested in.

Added: 2750

Changed: 951

Is there an issue? Send a MessageReason:
None


* AceCustom: The ability to spend a story point to build in a modification to a ship allows you to create your own Ace Custom. Built-in mods don't count towards the ship's maximum ordnance points, allowing you to push it beyond the limits normally available. Story points are uncommon but not difficult to get through experience, and if a ship with a built-in mod is destroyed and not salvaged, you get bonus XP equivalent to the number of story points used on that ship, so it's never a waste to tune up a ship just that much more if you can.



* TheAllegedCar: Every ship has the chance to become one. Ships that have been disabled or destroyed in combat can be recovered, but acquires one or more Damage Modifications (D-Mods), which vastly affect the performance of the ship. Examples include making the ship much more detectable while traveling, increasing fuel consumption, reducing weapon firing arcs, reducing combat endurance, increasing weapon reload times, decreasing cargo space and increasing crew requirements. D-Mods are permanent, but a ship can be made "like-new" for an expensive fee at any shipyard. The game specifically warns that fixing D-Mods is more expensive than buying a pristine version of the same ship, and it's not recommended unless the ship is unique or has excellent built-in mods.



* AttackItsWeakPoint: Stations are terrifyingly powerful, capable of absorbing punishing amounts of damage and throwing enough firepower around to break a frigate apart in less than a second. However, they have targetable subsystems, allowing you to destroy their shield generators, and while their weapons have wide arcs, they don't have 360 degree arcs. If you can break enough of the station to lower the shields, it's difficult but possible to hide in the shadow of the station firing arcs and take it down without suffering any damage yourself. This is definitely not ''easy'', but every single station configuration has at least two blind spots of varying size (sometimes as big as a cruiser, sometimes as small as a frigate).



* LuckManipulationMechanic: Story Points. You acquire Story Points about every 1/5th of a level, and they allow you to do things you wouldn't normally be able to do, such as guaranteed withdraw from combat against a stronger foe, talk your way out of a contraband inspection, and turn a ship modification into a Built-In modification has doesn't count against the ship's maximum OP. Every use of Story Points also gives bonus XP, which is stockpiled and given out when you earn XP (if you each 5,000 XP, and you have enough bonus XP, you'll earn an additional 5,000 bonus XP, for example), so there's no reason ''not'' to use them if you have them, as story points are your only real advantage in the game.



* StealthInSpace: Handled realistically. Stealth is an issue of turning off your transponder (which is generally illegal), and minimizing the energy emissions of your ship.
* SubsystemDamage: Most weapons can be temporarily disabled if enough damage is done to them. This also works against engines - useful for slowing down fleeing enemies. If a ship has two engines and you disable one set, the ship spins helplessly until the engine returns online.

to:

* StealthInSpace: Handled realistically. Stealth is an issue of turning off your transponder (which is generally illegal), and minimizing the energy emissions of your ship.
ship, while also using natural elements like nebulae and asteroid belts and ring systems to mask your signature further. [[spoiler: An active pulse will ''always'' detect you if you're in range, however.]]
* SubsystemDamage: Most weapons can be temporarily Weapon mounting points and engines are vulnerable to damage from direct hits. If a weapon is hit, it becomes disabled until repairs are made, while engine hits can cause flameouts, which prevent the engine from running entirely until it is repaired. Flameouts are engine specific, so if enough damage is done to them. This also works against engines - useful for slowing down fleeing enemies. If a ship has two engines and you disable one set, flames outs, the other will still work, but the flight characteristics of the ship spins helplessly until will be altered (in the engine returns online.case of a ship with two engines, it will not fly straight). A ship's readiness will determine how long it takes for repairs to be made, and at low readiness, a ship can malfunction without taking any damage at all, but subsystem damage is never permanent.



* WeCannotGoOnWithoutYou: Averted. You don't even need to send your flagship into an engagement in the first place. Even if your flagship is destroyed, you can transfer command to any other ship. This is accomplished by escaping in a personnel shuttle and flying across the map to dock with them.

to:

* WeCannotGoOnWithoutYou: Averted. You don't even need to send your flagship into an engagement in the first place. Even if your flagship is destroyed, you can transfer command to any other ship. This is accomplished by escaping in a personnel personnal shuttle and flying across the map to dock with them.them (the shuttle is, fortunately, ignored by everything and can't be destroyed).

Added: 1714

Changed: 846

Is there an issue? Send a MessageReason:
None


** Large ships at low levels: Cruisers and Battleships have extreme damage resistance and damage dealing capabilities compared to Frigates and Destroyers, but they pay for that power with high fuel, supply and crew requirements. They're also ''slow'', both on the battlefield and in the strategic map, with larger ships having a max burn level of 7, meaning getting anywhere is going to take a long time, which consumes more supplies, which large ships already go through like candy. As you level up your character, you can get skills that increase your fuel and supply bunker sizes, reduce your supply consumption, or give a flat bonus to burn level, making the larger ships more economical, but until then, you'll be paying as much to keep them flying as you earn from missions.



* BodyArmorAsHitpoints: Combined with DamageReduction - Armor acts as a second set of hitpoints that provides damage reduction based on how much armor remains, which means that as the armor takes damage, it also provides less damage resistance. Like ''TableTopGame/BattleTech'', armor acts not as one ship-wide secondary set of hitpoints but as several localized hitpools. Unlike ''[=BattleTech=]'', however, ''Starsector'' considers armor to be evenly distributed. The hull under the armor is one pool of hitpoints instead of several localized pools like a 'Mech's internal structure.

to:

* BodyArmorAsHitpoints: Combined with DamageReduction - Armor acts as a second set of hitpoints that provides damage reduction based on how much armor remains, which means that as the armor takes damage, it also provides less damage resistance. Like ''TableTopGame/BattleTech'', armor acts not as one ship-wide secondary set of hitpoints but as several localized hitpools. Unlike ''[=BattleTech=]'', however, ''Starsector'' considers armor to be evenly distributed. The hull under the armor is one pool of hitpoints instead of several localized pools like a 'Mech's internal structure.structure, meaning that punching through the armor on a particular section of a ship is more effective than trying to burn away all the armor.



** The Wolf Frigate in all its configurations is reasonably tough, decently powerful, and with the phase shift ability, it can get into and out of trouble easily. It will struggle to take out a destroyer or larger ship, but a ''fleet'' of Wolf Frigates can easily overwhelm any single ship on the battlefield. Just like their namesake. Wolf Frigates are also extremely versatile, capable of being missile boats, laser frigates, or ballistic gunboats.



** Civilian ships in a military fleet. They're not going to hold up well in a fight beyond maybe screening some missiles, but most military ships have short legs on their own. Otherwise, mostly-defenseless civilian ships give your fleet the fuel and cargo capacity it needs to do long patrols and the crew space to colonize new worlds or raid existing ones.

to:

** Civilian ships in a military fleet. general. They're not going to hold up designed for combat and have limited weapons mounts, as well in a as the Civilian Ship modifier, which reduces armor and hull points, as well as other debuffs, so you don't want to use them to fight beyond maybe screening some missiles, but most military if you can help it. But Civilian ships have short legs on their own. Otherwise, mostly-defenseless civilian include dedicated freighters, fuel ships give your fleet the fuel and cargo capacity it needs to do long patrols troop transports, as well as salvage rigs and the crew aforementioned ox tugs. Without them, you'll be an excellent space combat fleet but not much else. ''With'' them, you'll be able to colonize salvage a lot from your battles, engage in incidental trade, travel much further than you would be able to otherwise, and crew new worlds or raid existing ones.ships that you find.


Added DiffLines:

** Shuttles are marginally useful at best: they have some cargo space, but not as much as a dedicated freighter; they have extra crew berths, but not as much as a troop transport. But shuttles are ''excellent'' for smuggling and spy missions, as they're small, fast, and hard to detect, and have enough cargo space to run through a blockade and make a profit. A small detachment of shuttles hiding in an asteroid field, nebula or ring system are almost completely safe from detection.

Added: 427

Changed: 83

Is there an issue? Send a MessageReason:
None


** Traveling through an asteroid field or ring system at sustained burn speeds has a chance of running you smack into an asteroid: a big chunk of rock bouncing off your drive bubble will slow you down and reduce readiness, unless you're unlucky, in which case it might just severely damage one (or more) of your ships. And bigger ships are more likely to be the target of the damage (and therefore require more supplies to fix)



** Antimatter blasters have terrifying firepower and only use a small energy mount, but they're very short-ranged, use more OP than any other small weapon, and, unusually for non-missile weapons, have non-regenerating ammo, and unlike missiles, antimatter blasters generate a lot of flux.

to:

** Antimatter blasters have terrifying firepower and only use a small energy mount, but they're very short-ranged, use more OP than any other small weapon, and, unusually for non-missile weapons, have non-regenerating ammo, and unlike missiles, antimatter blasters ammo. They also generate a lot of flux.flux, both for the target and the attacker.
Is there an issue? Send a MessageReason:
None


** The Sindrian Diktat is SDS.

to:

** The Sindrian Diktat is SDS.SDS, Lion’s Guard ships bear LGS instead.

Top