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** The game actually encourages creating a fleet with a variety of Cripplingly-Overspecialized ships, each geared towards a different aspect, all working together [[note]]e.g. an assault cruiser bristling with heavy weapons and a strong shield, guarded by destroyers fully kitted out with point-defense weapons against missiles and bombers, and escorted by a completely-defenseless carrier outfitted only with heavy bombers and expert deck crews. Optionally, you can add interceptor shuttles or frigates that can go extremely fast, armed with engine-disabling weapons to slow down fast enemies so that the cruiser can catch up and destroy them[[/note]]. However this has the downside of never being able to field only ''some'' of your ships, as they depend on each other for survival. The result is high expenditure of Supplies in each battle, even against light enemy opposition. JackOfAllTrades ships usually take longer to destroy an enemy fleet, but are far more flexible and cheaper in the long run.

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*** Not only that, they have a special mechanic where if blueprints are sold on the black-market, after a year or two, those designs will start being incorporated into Pirate fleets.


'''[[http://fractalsoftworks.com/ Starsector]]''' is an independent [[RolePlayingGame role-playing]]/[[WideOpenSandbox sandbox]]/[[StrategyGame strategy]]/[[GenreBusting trading/exploration/space combat game]] by Fractal Softworks.

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'''[[http://fractalsoftworks.''[[http://fractalsoftworks.com/ Starsector]]''' Starsector]]'' is an independent [[RolePlayingGame role-playing]]/[[WideOpenSandbox sandbox]]/[[StrategyGame strategy]]/[[GenreBusting trading/exploration/space combat game]] by Fractal Softworks.



* AwesomeButImpractical: A savvy forum-goer realized that bomb bays[[note]]powerful explosives that aren't fired, but instead share the velocity of your ship when released[[/note]] count as ballistic weapons. One of the most common frigates in the game, the Lasher, has five ballistic mounts. Bomb bays cost a very small amount of build points, meaning you can afford hull mods to boost ballistic ammo and range. Since each bay fires once per second, one of these bad boys can send dozens of bombs (each doing 600 damage) hurtling towards a target. It's kept in this trope because bombs are ridiculously vulnerable to point defense - to the extent that a well-defended capital ship might not get hit by a single one - and even with the ammo boosting hull mod, you can only make four or five runs before the ship becomes a flying paperweight. Not to mention, flying directly towards anything that requires this level of firepower [[DeathOrGloryAttack tends not to go well for you if you miss]]. But against an undefended or disabled target, it's absolutely devastating.

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* AwesomeButImpractical: AwesomeButImpractical:
**
A savvy forum-goer realized that bomb bays[[note]]powerful explosives that aren't fired, but instead share the velocity of your ship when released[[/note]] count as ballistic weapons. One of the most common frigates in the game, the Lasher, has five ballistic mounts. Bomb bays cost a very small amount of build points, meaning you can afford hull mods to boost ballistic ammo and range. Since each bay fires once per second, one of these bad boys can send dozens of bombs (each doing 600 damage) hurtling towards a target. It's kept in this trope because bombs are ridiculously vulnerable to point defense - to the extent that a well-defended capital ship might not get hit by a single one - and even with the ammo boosting hull mod, you can only make four or five runs before the ship becomes a flying paperweight. Not to mention, flying directly towards anything that requires this level of firepower [[DeathOrGloryAttack tends not to go well for you if you miss]]. But against an undefended or disabled target, it's absolutely devastating.



** The ship's crew gradually level up as you fight (Green - Regular - Veteran - Elite), becoming more accurate in combat, speeding up repairs, and even increasing the efficiency of ship subsystems (represented by a slight boost to ship stats). You can reassign crew to different ships, [[UniversalDriversLicense where they will be just as proficient]]. Hull damage will kill crew members, meaning heavily damaged ships have basically undergone a LevelDrain.
*** This mechanic was removed in later updates to streamline the personnel system: All crewmembers work at the same level of expertise, meaning you only need to worry about having enough men to crew a ship. Any further boosts come from PC or officer skills.

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** The ship's crew gradually used to level up as you fight (Green - Regular - Veteran - Elite), becoming more accurate in combat, speeding up repairs, and even increasing the efficiency of ship subsystems (represented by a slight boost to ship stats). You can reassign crew to different ships, [[UniversalDriversLicense where they will be just as proficient]]. Hull damage will kill crew members, meaning heavily damaged ships have basically undergone a LevelDrain.
***
This mechanic was removed in later updates to streamline the personnel system: All crewmembers work at the same level of expertise, meaning you only need to worry about having enough men to crew a ship. Any further boosts come from PC or officer skills.


You start your captaining career with nothing to your name but a few thousand credits, a small crew, and a few combat capable frigates with accompanying support vessels. Or cruisers if you choose the mercenary/explorer start. Through blood and sweat you will gradually build an army, amassing control of fighters, bombers, interceptors, carriers to repair them in, various frigates, supply transports, fire support ships, battleships, cruisers, destroyers, all the way up to massive capital ships. And almost every single one of these ships can be further customized to fit your needs. With sheer firepower, clever tactics, and no small amount of luck, you will eventually grow in power such that you will have the capacity to decide the fate of the factions, be that unifying them or destroying them outright.

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You start your captaining career with nothing to your name but a few thousand credits, a small crew, and a few combat capable frigates with accompanying support vessels. Or cruisers if you choose the mercenary/explorer start. Through blood and sweat you will gradually build an army, a fleet, amassing control of fighters, bombers, interceptors, carriers to repair them in, various frigates, supply transports, fire support ships, battleships, cruisers, destroyers, all the way up to massive capital ships. And almost every single one of these ships can be further customized to fit your needs. In time, you may even be able to start your own personal colonies and faction. With sheer firepower, clever tactics, and no small amount of luck, you will eventually grow in power such that you will have the capacity to decide the fate of the factions, be that unifying them or destroying them outright.


** Actually having an AI Core installed to run a colony of yours works very well in itself. The main problem comes from keeping the Hegemony and Luddic Path from turning hostile because of that. And if you afterwards do decide to remove the AI Core, it will have a perfectly rational self-preservation reaction...

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** Actually having an AI Core installed to run a colony of yours works very well in itself. The main problem comes from keeping the Hegemony and Luddic Path from turning hostile because of that. And if you afterwards do decide to remove the AI Core, it will have a perfectly rational self-preservation reaction...response...

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** Actually having an AI Core installed to run a colony of yours works very well in itself. The main problem comes from keeping the Hegemony and Luddic Path from turning hostile because of that. And if you afterwards do decide to remove the AI Core, it will have a perfectly rational self-preservation reaction...

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* AllPlanetsAreEarthLike: Averted. There are precious few planets in the sector that are even in the ballpark of habitable, and fewer still that can truly be considered comfortable to humans. The Collapse stunted the sector's nascent terraforming efforts to the point that 200 years later, the combined population of all human settlements is still an order of magnitude smaller than Earth's today.


** Bombers in particular can at times verge on (DemonicSpiders), as instead of swarming you and [[DeathOfThousandCuts chipping away at your armor like fighers]], they instead come in attack waves and deploy salvos of heavy ordnance, ranging from rockets, to bombs and heavily damaging torpedoes. Properly timed bomber run can destroy a whole Cruiser in a single salvo.

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** Bombers in particular can at times verge on (DemonicSpiders), as instead of swarming you and [[DeathOfThousandCuts [[DeathByAThousandCuts chipping away at your armor like fighers]], they instead come in attack waves and deploy salvos of heavy ordnance, ranging from rockets, to bombs and heavily damaging torpedoes. Properly timed bomber run can destroy a whole Cruiser in a single salvo.


* AIIsACrapshoot: Almost every factions--except the Independents and Pirates--massive bans on AI Cores and establish a bounty system for turning them in. Installing them in the colonies can bring confrontations with both [[TheEmpire Hegemony]] and [[EvilLuddite Luddic Path]]. [[spoiler: This measure is the result of TriTachyon's AI Fleet, who became sentient and TurnedAgainstTheirMasters that devastated the civilization in the sector. The AI Remnants--the surviving AI Cores from First and Second AI War--would often send out distress signals to lure unsuspecting ships to their ambush.]].

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* AIIsACrapshoot: Almost every factions--except the Independents and Pirates--massive bans on AI Cores and establish a bounty system for turning them in. Installing them in the colonies can bring confrontations with both [[TheEmpire Hegemony]] and [[EvilLuddite Luddic Path]]. [[spoiler: This measure is the result of TriTachyon's [=TriTachyon=]'s AI Fleet, who became sentient and TurnedAgainstTheirMasters that devastated the civilization in the sector. The AI Remnants--the surviving AI Cores from First and Second AI War--would often send out distress signals to lure unsuspecting ships to their ambush.]].

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** The Tarsus-class freighter shares its name with the starting freighter from ''[[VideoGame/WingCommanderPrivateer Wing Commander: Privateer]]'', and Talons also appear in both games as fast, cheap fighters. The appearance of Centurions in both may be coincidental due to a common name origin, as they've shifted from heavy fighters in Wing Commander to escort frigates in Starsector.


* ArtificialStupidity: While the AI is very precise and gifted with nearly superpowered reflexes, it's also prone to extreme incompetence which will often make you [[Facepalm slap your forehead in frustration]]. Among most common offences are reckless overextending with total disregard for ship's own safety, blocking each-other's line of fire, completely ignoring and running into their phase mines, wasting limited ammunition for inappropriate targets (like firing torpedoes at fighters or wasting their entire supply of anti-shield Squall missiles at a lone Hound, which not only doesn't have shields but also those missiles have almost no chance of hitting it). You will be constantly reminded how painful it is to lose a ship when one of your flimsy carriers suicidally and needlessly rushes into firing range of enemy battlecruisers, [[TooDumbToLive or when your phase cruiser decides, for no particular reason, to uncloak in middle of enemy ships and the barrels of their guns, only to be torn to shreds within two seconds]].

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* ArtificialStupidity: While the AI is very precise and gifted with nearly superpowered reflexes, it's also prone to extreme incompetence which will often make you [[Facepalm [[FacePalm slap your forehead in frustration]]. Among most common offences are reckless overextending with total disregard for ship's own safety, blocking each-other's friendly ships' line of fire, completely ignoring and running into their friendly phase mines, wasting limited ammunition for inappropriate targets (like firing torpedoes at fighters or wasting their entire supply of anti-shield Squall missiles at a lone Hound, which not only doesn't have shields but also is a small frigate with ''no shields'' and way too agile to be hit by those missiles have almost no chance of hitting it). missiles). You will be constantly reminded how painful it is to lose a ship when one of your flimsy carriers suicidally and needlessly rushes into firing range of enemy battlecruisers, [[TooDumbToLive or when your phase cruiser decides, for no particular reason, to uncloak in the middle of enemy ships armada and the barrels in front of their guns, hot cannons, only to be torn to shreds within two seconds]].



** Missiles, and other limited-ammo weapons in general. True to description, there's enough variants to fill any role possible and they have immense damage-potential, but unfortunately they are too situational to be practical most of the time, save for few rare exceptions. [[ArtificialStupidity The fact that the AI is less-than-capable at properly managing their precious ammo]], often wasting it at absurdly unsuitable targets (for example, throwing highly limited torpedoes and other heavy anti-ship missiles... [[TooDumbToLive at fighters]]) doesn't help. A common, quite effective tactic is completely forgoing use of missiles, leaving their hardpoints empty, and dumping the resulting ordnance points into flux vents and other modifications augmenting more direct unlimited-ammo weapons, which will actually last throughout the battle and are far less prone to be misused by the AI.

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** Missiles, and other limited-ammo weapons in general. True to description, there's enough variants to fill any role possible and they have immense damage-potential, but unfortunately they are too situational to be practical most of the time, save for few rare exceptions. [[ArtificialStupidity The fact that the AI is less-than-capable at properly managing their precious ammo]], often wasting it at absurdly unsuitable targets doesn't help (for example, throwing highly limited torpedoes and other heavy anti-ship missiles... [[TooDumbToLive at fighters]]) doesn't help.fighters]]). A common, quite effective tactic is completely forgoing use of missiles, leaving their hardpoints empty, and dumping the resulting ordnance points into flux vents and other modifications augmenting more direct unlimited-ammo weapons, which will actually last throughout the battle and are far less prone to be misused by the AI.



* KineticWeaponsAreJustBetter: Ballistic weapons generally have far superior flux efficiency and/or range compared to energy weapons. The tradeoff is limited ammo and the fact that the low-tech ships that mount ballistics are otherwise weaker than the high-tech ships that mount energy weapons.

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* KineticWeaponsAreJustBetter: Ballistic weapons generally have far superior flux efficiency and/or range compared to energy weapons. The tradeoff is limited ammo and the fact that the low-tech ships that mount ballistics are otherwise weaker than the high-tech ships that mount energy weapons.


** In the texture folder for planets, one of the files is a [[https://imgur.com/a/CqSEAFm rectangular scan of bread]].

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** In the texture folder for planets, one of the files is a [[https://imgur.com/a/CqSEAFm [[https://i.imgur.com/CrLR1H3.png rectangular scan of bread]].


* EasterEgg: In the portraits folder in the game files, there is [[https://vignette.wikia.nocookie.net/starfarergame/images/8/8b/Godiva.jpg an image of Godiva]], the cat of ''Fractal Softworks'' artist David Baumgart.
** In the texture folder for planets, one of the files is a [[https://imgur.com/a/CqSEAFm rectangular scan of bread]].



** Mercenary portraits [[https://vignette.wikia.nocookie.net/starfarergame/images/e/e3/Portrait_mercenary06.png six]] and [[https://vignette.wikia.nocookie.net/starfarergame/images/2/29/Portrait_mercenary07.png seven]] are based on the playable pilots [[https://vignette.wikia.nocookie.net/brigador/images/8/84/Pilot-ModestoPires.jpg Modesto Pires]] and [[https://vignette.wikia.nocookie.net/brigador/images/4/4b/Pilot-ClotildeAalto.jpg Clotilde Aalto]] respectively.

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** Mercenary portraits [[https://vignette.wikia.nocookie.net/starfarergame/images/e/e3/Portrait_mercenary06.png six]] and [[https://vignette.wikia.nocookie.net/starfarergame/images/2/29/Portrait_mercenary07.png seven]] are based on the playable pilots [[https://vignette.wikia.nocookie.net/brigador/images/8/84/Pilot-ModestoPires.jpg Modesto Pires]] and [[https://vignette.wikia.nocookie.net/brigador/images/4/4b/Pilot-ClotildeAalto.jpg Clotilde Aalto]] respectively. In addition, there is an [[https://vignette.wikia.nocookie.net/starfarergame/images/f/f4/Volta.png unimplemented portrait]] based on [[https://vignette.wikia.nocookie.net/brigador/images/2/29/Pilot-ManFromVolta.png the Man from Volta]].

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** Mercenary portraits [[https://vignette.wikia.nocookie.net/starfarergame/images/e/e3/Portrait_mercenary06.png six]] and [[https://vignette.wikia.nocookie.net/starfarergame/images/2/29/Portrait_mercenary07.png seven]] are based on the playable pilots [[https://vignette.wikia.nocookie.net/brigador/images/8/84/Pilot-ModestoPires.jpg Modesto Pires]] and [[https://vignette.wikia.nocookie.net/brigador/images/4/4b/Pilot-ClotildeAalto.jpg Clotilde Aalto]] respectively.

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* ShoutOut: Several to ''{{VideoGame/Brigador}}''.
** A possible name for nebulae, constellations, and stars is "Brigador" and a possible name for planets is "Solo Nobre", the city[[note]] Not Novo Solo, the ''planet'' that Solo Nobre is on, mind you.[[/note]] that ''Brigador'' is set in.

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