

This makes improvements on two separate fronts a once – if you know that Hegemony space is where you can get elite ballistic weapons, then you both 1) want to go there when you need those, which contributes to faction identity, and 2) actually have a reliable place to get these, without having to tour the whole Sector, hoping for the RNG to come up your way.) (And since weapons are part of this picture, we can also making certain factions’ worlds a reliable place to get specific weapons. We’re going to use all three approaches – tech levels, new capital ships, and weapons – to make all of the factions more memorable. One key way to do that is adding new capital ships – even if a faction has a less distinct mix of smaller ships, the capital ship(s) will be easy to remember and will personify the faction.Īnother option is giving a faction access to a unique set of weapons – even if you’re fighting the same ships, if what they’re firing at you has a particular feel to it, that’s likely something that you’ll remember, too. So, what we’re looking for is ways to make fighting a faction (or fighting alongside them!) more memorable. There is another aspect here – what it feels like to visit a given faction’s space, and whether there’s a reason for you to want to do that – and I’ll touch on that a bit later, too. I’m mostly talking about faction identity as expressed by their fleets, by the way – what they look like at a glance in the campaign, and what they feel like to to fight against. Thus, tech levels are demonstrably a good way to accomplish this, a good tool in our arsenal – but it can’t be the only one – there are many more factions than there are tech levels! These are the factions that currently have the strongest identity. On the flipside, it makes sense for certain factions to – not too rigidly – constrain themselves to a specific tech level or type of ship, for doctrinal reasons.
#Starsector ships faction full
The intent is to have the factions use a mix of these – ships from different tech levels can support each other well, and each tech level doesn’t necessarily include the full breadth of ship types. The reason for the current situation is that ships are generally divided into three “tech levels” (low tech, midline, and high tech), none strictly better than the others, and each with their own look and overall tactical approach. So, some factions are more unique than others this isn’t necessarily a problem – in fact, it’ll be the case no matter what, to some degree – but it would still be very nice if each faction was memorable. The two factions are different, but it’s not the kind of different that easily sticks in your mind – without checking, I couldn’t tell you exactly how those numbers differ, for example. It’s got the same kinds of ships as the Hegemony, more or less, but they also tend to mount converted hangars with Perdition-class bomber wings, and some numbers – officer quality, ship quality, the exact mix of ship types – are adjusted. In contrast, something like the Luddic Church is more muzzy.

If you’ve played the game at least a bit, you have a pretty fair idea of what to expect of a Hegemony fleet, for example – large chunks of metal with a lot of firepower. With that important note out of the way: some factions in the game have a stronger identity than others. (First off: “uniquifying” is a real word! It doesn’t quite fit how I’m using it here, perhaps – more strictly, it’s about removing duplicates – but it’s close enough.)
