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I suggest that there be additional single-player missions, or scenarios similar to elimination games made with pre-set enemies. Similar in nature to Starsector's missions or Beseige's main campaign where you're presented with a problem, and in Starsector's case you're given the tools you must win with, and Beseige's you must construct your own solution.

Given that there's now a massive library of high quality in-game ships to select from, these missions can easily be arranged. Missions could serve as an alternative to the campaign for single player game modes that are additionally easy to rapidly get into without having to play an entire campaign, and would allow for high-level gameplay without stakes or a wait time attached to opponent players.

The tools that would be established with missions would also allow modders and those seeking to implement their own factions to easily display their custom ships and show what one might encounter should they play the campaign with the faction mod, instead of one requiring to manually load the ships into game or to wait until progressing through the entire campaign to see the higher end ships. Even simpler than that there could be custom challenges people could theoretically share on the workshop.

If lore or story are sought after these missions could easily be representative of past or current events, whether it be an important battle, scrappy border skirmish or standard patrol, similar to how Starsector was capable of helping establish the setting before the player even starts the game by having text accompanying these missions.

Finally missions can also serve as an introduction to simple combat tactics, such as how flanking can allow otherwise outgunned ships to win, or how kiting can be very important when it comes to determining victory or defeat. It would be a great way to better ease players into multiplayer, where difficulty can become a wall if there's little to no practice or experience for the average player.

I'm all for something like this, though figuring out what the mission-creation tools should be is the biggest question. If it's basically the same .rules files that are used to generate star systems in career mode, then that's probably pretty easy, but those "tools" aren't very friendly and would be tedious to work with. The alternative is probably to somehow use creative mode as some sort of "mission editor", but then there needs to be some sort of logic layer on top to determine objectives and trigger events. That logic layer could potentially be a ton of work.

I'm not going to list everything from past discussions again here. Things don't look any different in general anyway.

I don't think the star system generator menu is good enough. Most likely it's too limited and cause players to lose interest quickly. But the process should be similar to keep it simple to setup. Maybe give a choice between simple skirmish setup and advanced setup.
I see the creative mode as a means to setup the map and its contents but not necessary the complexity found in a good mission. For the mission you need a tool that's more like the developer mode to setup the mission script.
From my quick sketch here I can see that it requires lots of flexible list that can be nested (most likely always in use).

Likely you will have to combine the map with the script for example it would serve well to place fleets of a spawning event. The ship/fleet could be selected and you get a pop up menu to edit the script for it. Similarly you could have event markers on the map and likewise access and edit them.

Mission triggers are probably the most complex to implement as they have to apply to a variety of different conditions like:
-reaching a waypoint
-reaching, remaining, exiting a certain area
-starting/doing/finishing a certain task or mission/winning/loosing condition
-number of affiliated ships or a certain group/fleet destroyed or status changed e.g. captured, supplied, collecting a certain number of etc.

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