Comment on Thoughts on Space Games, Part 3: Too Many Tiny Games!

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t3rmit3@beehaw.org ⁨3⁩ ⁨weeks⁩ ago

Thanks for the detailed breakdown!

Starbound is I think very much reliant on you wanting to play it as a sandbox. It definitely has a lot of shortcomings. It sounds like you didn’t play it with mods, or at least with Frackin’ Universe, because FU solves most of the QoL pain points from the vanilla game (like movement being slow). The boss arenas actually used to allow you to build in them, but it completely ruined the difficulty; you could go into any boss room, build a box around yourself, and just whittle them down imperviously. While that might be someone’s preference, I don’t fault the devs for not wanting that, and that’s pretty standard for games to remove ‘cheesing’ exploits for bosses.

Starsector is really interesting to me, because I don’t feel that way about it at all.

I almost never end up running out of command points, if only because I only need to re-task ships if something is going wrong. Usually if I’m running low on them, it’s because I’m trying to kill off incoming DPS by focusing fire on one ship, and at that point I should probably be retreating anyways. I can’t speak to the skill tree changes in detail, because honestly I mostly rely on them for the larger fleet bonuses, or tech unlocks (e.g. AI). They never struck me as being impactful enough to make my ship into a ‘hero unit’, so I never tried to see if they could.

The combat is definitely (imho) about fleet composition rather than fleet control.

But really, combat is only one small part of the game to me. Exploration, missions, building up colonies, looting ruins, etc etc. That’s what I really love about Starsector, and what sets it apart to me.

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