10/30/2022 0 Comments Starsector activation key![]() ![]() The problem, however, is that this system very difficult for the AI to use safely. It’s an interesting descision to make for the player – you have to think ahead, judge the distance, evaluate the threats, and so on. It does *not* allow them to disengage any more easily, so they have situational initiative, with a risk attached to using it. To partially counter this, a lot of low tech ships get a “Burn Drive” ship system – it allows them to burn forward by a fixed distance to press an advantage. What these dynamics do in a vacuum, however, is leave all of the initiative to the high-tech ships – faster ships decide when and where to engage. This is simplifying things a great deal, of course, and there are exceptions, but this is a high-level overview. The dynamics you get when they face each other is that high tech ships dart in and out of engagement range, relying on shields to see them through, while low tech ships try to make them pay a price for closing in. Low tech is slower and more ponderous, has high armor and hull integrity, with efficient longer-ranged weapons. High tech has speed, good shields, and fairly inefficient (but varied!) lower-ranged weapons. The key thing is that high tech is not intended to be better than low tech, just a different way of doing things. There are others, and it gets blurry in places, but for this post, these two are what’s important. There are lots of ways to slice that pie, too, but let’s look at tech levels – namely, “Low Tech” and “High Tech”. So, let’s start by taking a brief step back and looking at the kinds of ships there are in the game. This blog post is a tricky one to write – all the pieces are interrelated, and figuring out where to start, and how much background info to provide – to make sure this is comprehensible without having a PhD in Starsectology… well, right, tricky. ![]()
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